From 5cb5606ba3cfa575365464afe2a9892c0aacd15f Mon Sep 17 00:00:00 2001 From: Davor Racic Date: Wed, 14 Jan 2026 23:25:35 +0100 Subject: [PATCH 01/31] fix(cli): replace inquirer with @clack/prompts for Windows compatibility (#1316) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit * fix(cli): replace inquirer with @clack/prompts for Windows compatibility - Add new prompts.js wrapper around @clack/prompts to fix Windows arrow key navigation issues (libuv #852) - Fix validation logic in github-copilot.js that always returned true - Add support for primitive choice values (string/number) in select/multiselect - Add 'when' property support for conditional questions in prompt() - Update all IDE installers to use new prompts module Co-Authored-By: Claude Opus 4.5 * fix(cli): address code review feedback for prompts migration - Move @clack/prompts from devDependencies to dependencies (critical) - Remove unused inquirer dependency - Fix potential crash in multiselect when initialValues is undefined - Add async validator detection with explicit error message - Extract validateCustomContentPathSync method in ui.js - Extract promptInstallLocation methods in claude-code.js and antigravity.js - Fix moduleId -> missing.id in installer.js remove flow - Update multiselect to support native clack API (options/initialValues) Co-Authored-By: Claude Opus 4.5 * chore: update comments to reference @clack/prompts instead of inquirer - Update bmad-cli.js comment about CLI prompts - Update config-collector.js JSDoc comments - Rename inquirer variable to choiceUtils in ui.js - Update JSDoc returns and calls documentation Co-Authored-By: Claude Opus 4.5 * fix(cli): add spacing between prompts and installation progress Co-Authored-By: Claude Opus 4.5 * fix(cli): add multiselect usage hints for inexperienced users Add inline navigation hints to all multiselect prompts showing (↑/↓ navigate, SPACE select, ENTER confirm) to help users unfamiliar with terminal multiselect controls. Also restore detailed warning when no tools are selected, explaining that SPACE must be pressed to select items. Co-Authored-By: Claude Opus 4.5 * feat(cli): restore IDE grouping using groupMultiselect Replace flat multiselect with native @clack/prompts groupMultiselect component to restore visual grouping of IDE/tool options: - "Previously Configured" - pre-selected IDEs from existing install - "Recommended Tools" - starred preferred options - "Additional Tools" - other available options This restores the grouped UX that was lost during the Inquirer.js to @clack/prompts migration. Co-Authored-By: Claude Opus 4.5 --------- Co-authored-by: Claude Opus 4.5 --- package-lock.json | 188 +---- package.json | 2 +- tools/cli/bmad-cli.js | 2 +- tools/cli/commands/install.js | 12 +- .../installers/lib/core/config-collector.js | 26 +- tools/cli/installers/lib/core/installer.js | 166 ++--- tools/cli/installers/lib/ide/antigravity.js | 91 +-- tools/cli/installers/lib/ide/claude-code.js | 91 +-- tools/cli/installers/lib/ide/codex.js | 51 +- .../cli/installers/lib/ide/github-copilot.js | 32 +- tools/cli/lib/prompts.js | 432 +++++++++++ tools/cli/lib/ui.js | 691 +++++++++--------- 12 files changed, 982 insertions(+), 802 deletions(-) create mode 100644 tools/cli/lib/prompts.js diff --git a/package-lock.json b/package-lock.json index ba812f09..18fd9a25 100644 --- a/package-lock.json +++ b/package-lock.json @@ -19,7 +19,6 @@ "fs-extra": "^11.3.0", "glob": "^11.0.3", "ignore": "^7.0.5", - "inquirer": "^9.3.8", "js-yaml": "^4.1.0", "ora": "^5.4.1", "semver": "^7.6.3", @@ -34,6 +33,7 @@ "devDependencies": { "@astrojs/sitemap": "^3.6.0", "@astrojs/starlight": "^0.37.0", + "@clack/prompts": "^0.11.0", "@eslint/js": "^9.33.0", "archiver": "^7.0.1", "astro": "^5.16.0", @@ -244,7 +244,6 @@ "integrity": "sha512-e7jT4DxYvIDLk1ZHmU/m/mB19rex9sv0c2ftBtjSBv+kVM/902eh0fINUzD7UwLLNR+jU585GxUJ8/EBfAM5fw==", "dev": true, "license": "MIT", - "peer": true, "dependencies": { "@babel/code-frame": "^7.27.1", "@babel/generator": "^7.28.5", @@ -756,6 +755,29 @@ "node": ">=18" } }, + "node_modules/@clack/core": { + "version": "0.5.0", + "resolved": "https://registry.npmjs.org/@clack/core/-/core-0.5.0.tgz", + "integrity": "sha512-p3y0FIOwaYRUPRcMO7+dlmLh8PSRcrjuTndsiA0WAFbWES0mLZlrjVoBRZ9DzkPFJZG6KGkJmoEAY0ZcVWTkow==", + "dev": true, + "license": "MIT", + "dependencies": { + "picocolors": "^1.0.0", + "sisteransi": "^1.0.5" + } + }, + "node_modules/@clack/prompts": { + "version": "0.11.0", + "resolved": "https://registry.npmjs.org/@clack/prompts/-/prompts-0.11.0.tgz", + "integrity": "sha512-pMN5FcrEw9hUkZA4f+zLlzivQSeQf5dRGJjSUbvVYDLvpKCdQx5OaknvKzgbtXOizhP+SJJJjqEbOe55uKKfAw==", + "dev": true, + "license": "MIT", + "dependencies": { + "@clack/core": "0.5.0", + "picocolors": "^1.0.0", + "sisteransi": "^1.0.5" + } + }, "node_modules/@colors/colors": { "version": "1.5.0", "resolved": "https://registry.npmjs.org/@colors/colors/-/colors-1.5.0.tgz", @@ -1998,36 +2020,6 @@ "url": "https://opencollective.com/libvips" } }, - "node_modules/@inquirer/external-editor": { - "version": "1.0.3", - "resolved": "https://registry.npmjs.org/@inquirer/external-editor/-/external-editor-1.0.3.tgz", - "integrity": "sha512-RWbSrDiYmO4LbejWY7ttpxczuwQyZLBUyygsA9Nsv95hpzUWwnNTVQmAq3xuh7vNwCp07UTmE5i11XAEExx4RA==", - "license": "MIT", - "dependencies": { - "chardet": "^2.1.1", - "iconv-lite": "^0.7.0" - }, - "engines": { - "node": ">=18" - }, - "peerDependencies": { - "@types/node": ">=18" - }, - "peerDependenciesMeta": { - "@types/node": { - "optional": true - } - } - }, - "node_modules/@inquirer/figures": { - "version": "1.0.15", - "resolved": "https://registry.npmjs.org/@inquirer/figures/-/figures-1.0.15.tgz", - "integrity": "sha512-t2IEY+unGHOzAaVM5Xx6DEWKeXlDDcNPeDyUpsRc6CUhBfU3VQOEl+Vssh7VNp1dR8MdUJBWhuObjXCsVpjN5g==", - "license": "MIT", - "engines": { - "node": ">=18" - } - }, "node_modules/@isaacs/balanced-match": { "version": "4.0.1", "resolved": "https://registry.npmjs.org/@isaacs/balanced-match/-/balanced-match-4.0.1.tgz", @@ -3641,9 +3633,8 @@ "version": "25.0.3", "resolved": "https://registry.npmjs.org/@types/node/-/node-25.0.3.tgz", "integrity": "sha512-W609buLVRVmeW693xKfzHeIV6nJGGz98uCPfeXI1ELMLXVeKYZ9m15fAMSaUPBHYLGFsVRcMmSCksQOrZV9BYA==", - "devOptional": true, + "dev": true, "license": "MIT", - "peer": true, "dependencies": { "undici-types": "~7.16.0" } @@ -3983,7 +3974,6 @@ "integrity": "sha512-NZyJarBfL7nWwIq+FDL6Zp/yHEhePMNnnJ0y3qfieCrmNvYct8uvtiV41UvlSe6apAfk0fY1FbWx+NwfmpvtTg==", "dev": true, "license": "MIT", - "peer": true, "bin": { "acorn": "bin/acorn" }, @@ -4031,6 +4021,7 @@ "version": "4.3.2", "resolved": "https://registry.npmjs.org/ansi-escapes/-/ansi-escapes-4.3.2.tgz", "integrity": "sha512-gKXj5ALrKWQLsYG9jlTRmR/xKluxHV+Z9QEwNIgCfM1/uwPMCuzVVnh5mwTd+OuBZcwSIMbqssNWRm1lE51QaQ==", + "dev": true, "license": "MIT", "dependencies": { "type-fest": "^0.21.3" @@ -4046,6 +4037,7 @@ "version": "0.21.3", "resolved": "https://registry.npmjs.org/type-fest/-/type-fest-0.21.3.tgz", "integrity": "sha512-t0rzBq87m3fVcduHDUFhKmyyX+9eo6WQjZvf51Ea/M0Q7+T374Jp1aUiyUl0GKxp8M/OETVHSDvmkyPgvX+X2w==", + "dev": true, "license": "(MIT OR CC0-1.0)", "engines": { "node": ">=10" @@ -4290,7 +4282,6 @@ "integrity": "sha512-6mF/YrvwwRxLTu+aMEa5pwzKUNl5ZetWbTyZCs9Um0F12HUmxUiF5UHiZPy4rifzU3gtpM3xP2DfdmkNX9eZRg==", "dev": true, "license": "MIT", - "peer": true, "dependencies": { "@astrojs/compiler": "^2.13.0", "@astrojs/internal-helpers": "0.7.5", @@ -5358,7 +5349,6 @@ } ], "license": "MIT", - "peer": true, "dependencies": { "baseline-browser-mapping": "^2.9.0", "caniuse-lite": "^1.0.30001759", @@ -5601,12 +5591,6 @@ "url": "https://github.com/sponsors/wooorm" } }, - "node_modules/chardet": { - "version": "2.1.1", - "resolved": "https://registry.npmjs.org/chardet/-/chardet-2.1.1.tgz", - "integrity": "sha512-PsezH1rqdV9VvyNhxxOW32/d75r01NY7TQCmOqomRo15ZSOKbpTFVsfjghxo6JloQUCGnH4k1LGu0R4yCLlWQQ==", - "license": "MIT" - }, "node_modules/chokidar": { "version": "4.0.3", "resolved": "https://registry.npmjs.org/chokidar/-/chokidar-4.0.3.tgz", @@ -5787,15 +5771,6 @@ "url": "https://github.com/chalk/strip-ansi?sponsor=1" } }, - "node_modules/cli-width": { - "version": "4.1.0", - "resolved": "https://registry.npmjs.org/cli-width/-/cli-width-4.1.0.tgz", - "integrity": "sha512-ouuZd4/dm2Sw5Gmqy6bGyNNNe1qt9RpmxveLSO7KcgsTnU7RXfsw+/bukWGo1abgBiMAic068rclZsO4IWmmxQ==", - "license": "ISC", - "engines": { - "node": ">= 12" - } - }, "node_modules/cliui": { "version": "8.0.1", "resolved": "https://registry.npmjs.org/cliui/-/cliui-8.0.1.tgz", @@ -6689,7 +6664,6 @@ "integrity": "sha512-LEyamqS7W5HB3ujJyvi0HQK/dtVINZvd5mAAp9eT5S/ujByGjiZLCzPcHVzuXbpJDJF/cxwHlfceVUDZ2lnSTw==", "dev": true, "license": "MIT", - "peer": true, "dependencies": { "@eslint-community/eslint-utils": "^4.8.0", "@eslint-community/regexpp": "^4.12.1", @@ -8269,22 +8243,6 @@ "@babel/runtime": "^7.23.2" } }, - "node_modules/iconv-lite": { - "version": "0.7.1", - "resolved": "https://registry.npmjs.org/iconv-lite/-/iconv-lite-0.7.1.tgz", - "integrity": "sha512-2Tth85cXwGFHfvRgZWszZSvdo+0Xsqmw8k8ZwxScfcBneNUraK+dxRxRm24nszx80Y0TVio8kKLt5sLE7ZCLlw==", - "license": "MIT", - "dependencies": { - "safer-buffer": ">= 2.1.2 < 3.0.0" - }, - "engines": { - "node": ">=0.10.0" - }, - "funding": { - "type": "opencollective", - "url": "https://opencollective.com/express" - } - }, "node_modules/ieee754": { "version": "1.2.1", "resolved": "https://registry.npmjs.org/ieee754/-/ieee754-1.2.1.tgz", @@ -8420,43 +8378,6 @@ "dev": true, "license": "MIT" }, - "node_modules/inquirer": { - "version": "9.3.8", - "resolved": "https://registry.npmjs.org/inquirer/-/inquirer-9.3.8.tgz", - "integrity": "sha512-pFGGdaHrmRKMh4WoDDSowddgjT1Vkl90atobmTeSmcPGdYiwikch/m/Ef5wRaiamHejtw0cUUMMerzDUXCci2w==", - "license": "MIT", - "dependencies": { - "@inquirer/external-editor": "^1.0.2", - "@inquirer/figures": "^1.0.3", - "ansi-escapes": "^4.3.2", - "cli-width": "^4.1.0", - "mute-stream": "1.0.0", - "ora": "^5.4.1", - "run-async": "^3.0.0", - "rxjs": "^7.8.1", - "string-width": "^4.2.3", - "strip-ansi": "^6.0.1", - "wrap-ansi": "^6.2.0", - "yoctocolors-cjs": "^2.1.2" - }, - "engines": { - "node": ">=18" - } - }, - "node_modules/inquirer/node_modules/wrap-ansi": { - "version": "6.2.0", - "resolved": "https://registry.npmjs.org/wrap-ansi/-/wrap-ansi-6.2.0.tgz", - "integrity": "sha512-r6lPcBGxZXlIcymEu7InxDMhdW0KDxpLgoFLcguasxCaJ/SOIZwINatK9KY/tf+ZrlywOKU0UDj3ATXUBfxJXA==", - "license": "MIT", - "dependencies": { - "ansi-styles": "^4.0.0", - "string-width": "^4.1.0", - "strip-ansi": "^6.0.0" - }, - "engines": { - "node": ">=8" - } - }, "node_modules/iron-webcrypto": { "version": "1.2.1", "resolved": "https://registry.npmjs.org/iron-webcrypto/-/iron-webcrypto-1.2.1.tgz", @@ -10304,7 +10225,6 @@ "integrity": "sha512-p3JTemJJbkiMjXEMiFwgm0v6ym5g8K+b2oDny+6xdl300tUKySxvilJQLSea48C6OaYNmO30kH9KxpiAg5bWJw==", "dev": true, "license": "MIT", - "peer": true, "dependencies": { "globby": "15.0.0", "js-yaml": "4.1.1", @@ -11576,15 +11496,6 @@ "integrity": "sha512-6FlzubTLZG3J2a/NVCAleEhjzq5oxgHyaCU9yYXvcLsvoVaHJq/s5xXI6/XXP6tz7R9xAOtHnSO/tXtF3WRTlA==", "license": "MIT" }, - "node_modules/mute-stream": { - "version": "1.0.0", - "resolved": "https://registry.npmjs.org/mute-stream/-/mute-stream-1.0.0.tgz", - "integrity": "sha512-avsJQhyd+680gKXyG/sQc0nXaC6rBkPOfyHYcFb9+hdkqQkR9bdnkJ0AMZhke0oesPqIO+mFFJ+IdBc7mst4IA==", - "license": "ISC", - "engines": { - "node": "^14.17.0 || ^16.13.0 || >=18.0.0" - } - }, "node_modules/nano-spawn": { "version": "2.0.0", "resolved": "https://registry.npmjs.org/nano-spawn/-/nano-spawn-2.0.0.tgz", @@ -12378,7 +12289,6 @@ } ], "license": "MIT", - "peer": true, "dependencies": { "nanoid": "^3.3.11", "picocolors": "^1.1.1", @@ -12444,7 +12354,6 @@ "integrity": "sha512-v6UNi1+3hSlVvv8fSaoUbggEM5VErKmmpGA7Pl3HF8V6uKY7rvClBOJlH6yNwQtfTueNkGVpOv/mtWL9L4bgRA==", "dev": true, "license": "MIT", - "peer": true, "bin": { "prettier": "bin/prettier.cjs" }, @@ -13273,7 +13182,6 @@ "integrity": "sha512-3nk8Y3a9Ea8szgKhinMlGMhGMw89mqule3KWczxhIzqudyHdCIOHw8WJlj/r329fACjKLEh13ZSk7oE22kyeIw==", "dev": true, "license": "MIT", - "peer": true, "dependencies": { "@types/estree": "1.0.8" }, @@ -13310,15 +13218,6 @@ "fsevents": "~2.3.2" } }, - "node_modules/run-async": { - "version": "3.0.0", - "resolved": "https://registry.npmjs.org/run-async/-/run-async-3.0.0.tgz", - "integrity": "sha512-540WwVDOMxA6dN6We19EcT9sc3hkXPw5mzRNGM3FkdN/vtE9NFvj5lFAPNwUDmJjXidm3v7TC1cTE7t17Ulm1Q==", - "license": "MIT", - "engines": { - "node": ">=0.12.0" - } - }, "node_modules/run-parallel": { "version": "1.2.0", "resolved": "https://registry.npmjs.org/run-parallel/-/run-parallel-1.2.0.tgz", @@ -13343,15 +13242,6 @@ "queue-microtask": "^1.2.2" } }, - "node_modules/rxjs": { - "version": "7.8.2", - "resolved": "https://registry.npmjs.org/rxjs/-/rxjs-7.8.2.tgz", - "integrity": "sha512-dhKf903U/PQZY6boNNtAGdWbG85WAbjT/1xYoZIC7FAY0yWapOBQVsVrDl58W86//e1VpMNBtRV4MaXfdMySFA==", - "license": "Apache-2.0", - "dependencies": { - "tslib": "^2.1.0" - } - }, "node_modules/safe-buffer": { "version": "5.2.1", "resolved": "https://registry.npmjs.org/safe-buffer/-/safe-buffer-5.2.1.tgz", @@ -13372,12 +13262,6 @@ ], "license": "MIT" }, - "node_modules/safer-buffer": { - "version": "2.1.2", - "resolved": "https://registry.npmjs.org/safer-buffer/-/safer-buffer-2.1.2.tgz", - "integrity": "sha512-YZo3K82SD7Riyi0E1EQPojLz7kpepnSQI9IyPbHHg1XXXevb5dJI7tpyN2ADxGcQbHG7vcyRHk0cbwqcQriUtg==", - "license": "MIT" - }, "node_modules/sax": { "version": "1.4.3", "resolved": "https://registry.npmjs.org/sax/-/sax-1.4.3.tgz", @@ -14251,6 +14135,7 @@ "version": "2.8.1", "resolved": "https://registry.npmjs.org/tslib/-/tslib-2.8.1.tgz", "integrity": "sha512-oJFu94HQb+KVduSUQL7wnpmqnfmLsOA/nAh6b6EH0wCEoK0/mPeXU6c3wKDV83MkOuHPRHtSXKKU99IBazS/2w==", + "dev": true, "license": "0BSD" }, "node_modules/type-check": { @@ -14335,7 +14220,7 @@ "version": "7.16.0", "resolved": "https://registry.npmjs.org/undici-types/-/undici-types-7.16.0.tgz", "integrity": "sha512-Zz+aZWSj8LE6zoxD+xrjh4VfkIG8Ya6LvYkZqtUQGJPZjYl53ypCaUwWqo7eI0x66KBGeRo+mlBEkMSeSZ38Nw==", - "devOptional": true, + "dev": true, "license": "MIT" }, "node_modules/unicode-properties": { @@ -14837,7 +14722,6 @@ "integrity": "sha512-+Oxm7q9hDoLMyJOYfUYBuHQo+dkAloi33apOPP56pzj+vsdJDzr+j1NISE5pyaAuKL4A3UD34qd0lx5+kfKp2g==", "dev": true, "license": "MIT", - "peer": true, "dependencies": { "esbuild": "^0.25.0", "fdir": "^6.4.4", @@ -15111,7 +14995,6 @@ "resolved": "https://registry.npmjs.org/yaml/-/yaml-2.8.2.tgz", "integrity": "sha512-mplynKqc1C2hTVYxd0PU2xQAc22TI1vShAYGksCCfxbn/dFwnHTNi1bvYsBTkhdUNtGIf5xNOg938rrSSYvS9A==", "license": "ISC", - "peer": true, "bin": { "yaml": "bin.mjs" }, @@ -15270,18 +15153,6 @@ "url": "https://github.com/sponsors/sindresorhus" } }, - "node_modules/yoctocolors-cjs": { - "version": "2.1.3", - "resolved": "https://registry.npmjs.org/yoctocolors-cjs/-/yoctocolors-cjs-2.1.3.tgz", - "integrity": "sha512-U/PBtDf35ff0D8X8D0jfdzHYEPFxAI7jJlxZXwCSez5M3190m+QobIfh+sWDWSHMCWWJN2AWamkegn6vr6YBTw==", - "license": "MIT", - "engines": { - "node": ">=18" - }, - "funding": { - "url": "https://github.com/sponsors/sindresorhus" - } - }, "node_modules/zip-stream": { "version": "6.0.1", "resolved": "https://registry.npmjs.org/zip-stream/-/zip-stream-6.0.1.tgz", @@ -15303,7 +15174,6 @@ "integrity": "sha512-gzUt/qt81nXsFGKIFcC3YnfEAx5NkunCfnDlvuBSSFS02bcXu4Lmea0AFIUwbLWxWPx3d9p8S5QoaujKcNQxcQ==", "dev": true, "license": "MIT", - "peer": true, "funding": { "url": "https://github.com/sponsors/colinhacks" } diff --git a/package.json b/package.json index 0f8953f3..7cf03d1c 100644 --- a/package.json +++ b/package.json @@ -67,6 +67,7 @@ ] }, "dependencies": { + "@clack/prompts": "^0.11.0", "@kayvan/markdown-tree-parser": "^1.6.1", "boxen": "^5.1.2", "chalk": "^4.1.2", @@ -77,7 +78,6 @@ "fs-extra": "^11.3.0", "glob": "^11.0.3", "ignore": "^7.0.5", - "inquirer": "^9.3.8", "js-yaml": "^4.1.0", "ora": "^5.4.1", "semver": "^7.6.3", diff --git a/tools/cli/bmad-cli.js b/tools/cli/bmad-cli.js index 0cba5814..ad3aac34 100755 --- a/tools/cli/bmad-cli.js +++ b/tools/cli/bmad-cli.js @@ -3,7 +3,7 @@ const path = require('node:path'); const fs = require('node:fs'); // Fix for stdin issues when running through npm on Windows -// Ensures keyboard interaction works properly with inquirer prompts +// Ensures keyboard interaction works properly with CLI prompts if (process.stdin.isTTY) { try { process.stdin.resume(); diff --git a/tools/cli/commands/install.js b/tools/cli/commands/install.js index f71d5679..26b6425e 100644 --- a/tools/cli/commands/install.js +++ b/tools/cli/commands/install.js @@ -71,14 +71,10 @@ module.exports = { console.log(chalk.dim(' • ElevenLabs AI (150+ premium voices)')); console.log(chalk.dim(' • Piper TTS (50+ free voices)\n')); - const { default: inquirer } = await import('inquirer'); - await inquirer.prompt([ - { - type: 'input', - name: 'continue', - message: chalk.green('Press Enter to start AgentVibes installer...'), - }, - ]); + const prompts = require('../lib/prompts'); + await prompts.text({ + message: chalk.green('Press Enter to start AgentVibes installer...'), + }); console.log(''); diff --git a/tools/cli/installers/lib/core/config-collector.js b/tools/cli/installers/lib/core/config-collector.js index fb48b68d..ee486955 100644 --- a/tools/cli/installers/lib/core/config-collector.js +++ b/tools/cli/installers/lib/core/config-collector.js @@ -4,15 +4,7 @@ const yaml = require('yaml'); const chalk = require('chalk'); const { getProjectRoot, getModulePath } = require('../../../lib/project-root'); const { CLIUtils } = require('../../../lib/cli-utils'); - -// Lazy-load inquirer (ESM module) to avoid ERR_REQUIRE_ESM -let _inquirer = null; -async function getInquirer() { - if (!_inquirer) { - _inquirer = (await import('inquirer')).default; - } - return _inquirer; -} +const prompts = require('../../../lib/prompts'); class ConfigCollector { constructor() { @@ -183,7 +175,6 @@ class ConfigCollector { * @returns {boolean} True if new fields were prompted, false if all fields existed */ async collectModuleConfigQuick(moduleName, projectDir, silentMode = true) { - const inquirer = await getInquirer(); this.currentProjectDir = projectDir; // Load existing config if not already loaded @@ -359,7 +350,7 @@ class ConfigCollector { // Only show header if we actually have questions CLIUtils.displayModuleConfigHeader(moduleName, moduleConfig.header, moduleConfig.subheader); console.log(); // Line break before questions - const promptedAnswers = await inquirer.prompt(questions); + const promptedAnswers = await prompts.prompt(questions); // Merge prompted answers with static answers Object.assign(allAnswers, promptedAnswers); @@ -502,7 +493,6 @@ class ConfigCollector { * @param {boolean} skipCompletion - Skip showing completion message (for early core collection) */ async collectModuleConfig(moduleName, projectDir, skipLoadExisting = false, skipCompletion = false) { - const inquirer = await getInquirer(); this.currentProjectDir = projectDir; // Load existing config if needed and not already loaded if (!skipLoadExisting && !this.existingConfig) { @@ -597,7 +587,7 @@ class ConfigCollector { console.log(chalk.cyan('?') + ' ' + chalk.magenta(moduleDisplayName)); let customize = true; if (moduleName !== 'core') { - const customizeAnswer = await inquirer.prompt([ + const customizeAnswer = await prompts.prompt([ { type: 'confirm', name: 'customize', @@ -614,7 +604,7 @@ class ConfigCollector { if (questionsWithoutDefaults.length > 0) { console.log(chalk.dim(`\n Asking required questions for ${moduleName.toUpperCase()}...`)); - const promptedAnswers = await inquirer.prompt(questionsWithoutDefaults); + const promptedAnswers = await prompts.prompt(questionsWithoutDefaults); Object.assign(allAnswers, promptedAnswers); } @@ -628,7 +618,7 @@ class ConfigCollector { allAnswers[question.name] = question.default; } } else { - const promptedAnswers = await inquirer.prompt(questions); + const promptedAnswers = await prompts.prompt(questions); Object.assign(allAnswers, promptedAnswers); } } @@ -750,7 +740,7 @@ class ConfigCollector { console.log(chalk.cyan('?') + ' ' + chalk.magenta(moduleDisplayName)); // Ask user if they want to accept defaults or customize on the next line - const { customize } = await inquirer.prompt([ + const { customize } = await prompts.prompt([ { type: 'confirm', name: 'customize', @@ -845,7 +835,7 @@ class ConfigCollector { } /** - * Build an inquirer question from a config item + * Build a prompt question from a config item * @param {string} moduleName - Module name * @param {string} key - Config key * @param {Object} item - Config item definition @@ -1007,7 +997,7 @@ class ConfigCollector { message: message, }; - // Set default - if it's dynamic, use a function that inquirer will evaluate with current answers + // Set default - if it's dynamic, use a function that the prompt will evaluate with current answers // But if we have an existing value, always use that instead if (existingValue !== null && existingValue !== undefined && questionType !== 'list') { question.default = existingValue; diff --git a/tools/cli/installers/lib/core/installer.js b/tools/cli/installers/lib/core/installer.js index 8b7e05fd..97506847 100644 --- a/tools/cli/installers/lib/core/installer.js +++ b/tools/cli/installers/lib/core/installer.js @@ -16,6 +16,7 @@ const { CLIUtils } = require('../../../lib/cli-utils'); const { ManifestGenerator } = require('./manifest-generator'); const { IdeConfigManager } = require('./ide-config-manager'); const { CustomHandler } = require('../custom/handler'); +const prompts = require('../../../lib/prompts'); // BMAD installation folder name - this is constant and should never change const BMAD_FOLDER_NAME = '_bmad'; @@ -758,6 +759,9 @@ class Installer { config.skipIde = toolSelection.skipIde; const ideConfigurations = toolSelection.configurations; + // Add spacing after prompts before installation progress + console.log(''); + if (spinner.isSpinning) { spinner.text = 'Continuing installation...'; } else { @@ -2139,15 +2143,11 @@ class Installer { * Private: Prompt for update action */ async promptUpdateAction() { - const { default: inquirer } = await import('inquirer'); - return await inquirer.prompt([ - { - type: 'list', - name: 'action', - message: 'What would you like to do?', - choices: [{ name: 'Update existing installation', value: 'update' }], - }, - ]); + const action = await prompts.select({ + message: 'What would you like to do?', + choices: [{ name: 'Update existing installation', value: 'update' }], + }); + return { action }; } /** @@ -2156,8 +2156,6 @@ class Installer { * @param {Object} _legacyV4 - Legacy V4 detection result (unused in simplified version) */ async handleLegacyV4Migration(_projectDir, _legacyV4) { - const { default: inquirer } = await import('inquirer'); - console.log(''); console.log(chalk.yellow.bold('⚠️ Legacy BMAD v4 detected')); console.log(chalk.yellow('─'.repeat(80))); @@ -2172,26 +2170,22 @@ class Installer { console.log(chalk.dim('If your v4 installation set up rules or commands, you should remove those as well.')); console.log(''); - const { proceed } = await inquirer.prompt([ - { - type: 'list', - name: 'proceed', - message: 'What would you like to do?', - choices: [ - { - name: 'Exit and clean up manually (recommended)', - value: 'exit', - short: 'Exit installation', - }, - { - name: 'Continue with installation anyway', - value: 'continue', - short: 'Continue', - }, - ], - default: 'exit', - }, - ]); + const proceed = await prompts.select({ + message: 'What would you like to do?', + choices: [ + { + name: 'Exit and clean up manually (recommended)', + value: 'exit', + hint: 'Exit installation', + }, + { + name: 'Continue with installation anyway', + value: 'continue', + hint: 'Continue', + }, + ], + default: 'exit', + }); if (proceed === 'exit') { console.log(''); @@ -2437,7 +2431,6 @@ class Installer { console.log(chalk.yellow(`\n⚠️ Found ${customModulesWithMissingSources.length} custom module(s) with missing sources:`)); - const { default: inquirer } = await import('inquirer'); let keptCount = 0; let updatedCount = 0; let removedCount = 0; @@ -2451,12 +2444,12 @@ class Installer { { name: 'Keep installed (will not be processed)', value: 'keep', - short: 'Keep', + hint: 'Keep', }, { name: 'Specify new source location', value: 'update', - short: 'Update', + hint: 'Update', }, ]; @@ -2465,47 +2458,40 @@ class Installer { choices.push({ name: '⚠️ REMOVE module completely (destructive!)', value: 'remove', - short: 'Remove', + hint: 'Remove', }); } - const { action } = await inquirer.prompt([ - { - type: 'list', - name: 'action', - message: `How would you like to handle "${missing.name}"?`, - choices, - }, - ]); + const action = await prompts.select({ + message: `How would you like to handle "${missing.name}"?`, + choices, + }); switch (action) { case 'update': { - const { newSourcePath } = await inquirer.prompt([ - { - type: 'input', - name: 'newSourcePath', - message: 'Enter the new path to the custom module:', - default: missing.sourcePath, - validate: async (input) => { - if (!input || input.trim() === '') { - return 'Please enter a path'; - } - const expandedPath = path.resolve(input.trim()); - if (!(await fs.pathExists(expandedPath))) { - return 'Path does not exist'; - } - // Check if it looks like a valid module - const moduleYamlPath = path.join(expandedPath, 'module.yaml'); - const agentsPath = path.join(expandedPath, 'agents'); - const workflowsPath = path.join(expandedPath, 'workflows'); + // Use sync validation because @clack/prompts doesn't support async validate + const newSourcePath = await prompts.text({ + message: 'Enter the new path to the custom module:', + default: missing.sourcePath, + validate: (input) => { + if (!input || input.trim() === '') { + return 'Please enter a path'; + } + const expandedPath = path.resolve(input.trim()); + if (!fs.pathExistsSync(expandedPath)) { + return 'Path does not exist'; + } + // Check if it looks like a valid module + const moduleYamlPath = path.join(expandedPath, 'module.yaml'); + const agentsPath = path.join(expandedPath, 'agents'); + const workflowsPath = path.join(expandedPath, 'workflows'); - if (!(await fs.pathExists(moduleYamlPath)) && !(await fs.pathExists(agentsPath)) && !(await fs.pathExists(workflowsPath))) { - return 'Path does not appear to contain a valid custom module'; - } - return true; - }, + if (!fs.pathExistsSync(moduleYamlPath) && !fs.pathExistsSync(agentsPath) && !fs.pathExistsSync(workflowsPath)) { + return 'Path does not appear to contain a valid custom module'; + } + return; // clack expects undefined for valid input }, - ]); + }); // Update the source in manifest const resolvedPath = path.resolve(newSourcePath.trim()); @@ -2531,46 +2517,38 @@ class Installer { console.log(chalk.red.bold(`\n⚠️ WARNING: This will PERMANENTLY DELETE "${missing.name}" and all its files!`)); console.log(chalk.red(` Module location: ${path.join(bmadDir, missing.id)}`)); - const { confirm } = await inquirer.prompt([ - { - type: 'confirm', - name: 'confirm', - message: chalk.red.bold('Are you absolutely sure you want to delete this module?'), - default: false, - }, - ]); + const confirmDelete = await prompts.confirm({ + message: chalk.red.bold('Are you absolutely sure you want to delete this module?'), + default: false, + }); - if (confirm) { - const { typedConfirm } = await inquirer.prompt([ - { - type: 'input', - name: 'typedConfirm', - message: chalk.red.bold('Type "DELETE" to confirm permanent deletion:'), - validate: (input) => { - if (input !== 'DELETE') { - return chalk.red('You must type "DELETE" exactly to proceed'); - } - return true; - }, + if (confirmDelete) { + const typedConfirm = await prompts.text({ + message: chalk.red.bold('Type "DELETE" to confirm permanent deletion:'), + validate: (input) => { + if (input !== 'DELETE') { + return chalk.red('You must type "DELETE" exactly to proceed'); + } + return; // clack expects undefined for valid input }, - ]); + }); if (typedConfirm === 'DELETE') { // Remove the module from filesystem and manifest - const modulePath = path.join(bmadDir, moduleId); + const modulePath = path.join(bmadDir, missing.id); if (await fs.pathExists(modulePath)) { const fsExtra = require('fs-extra'); await fsExtra.remove(modulePath); console.log(chalk.yellow(` ✓ Deleted module directory: ${path.relative(projectRoot, modulePath)}`)); } - await this.manifest.removeModule(bmadDir, moduleId); - await this.manifest.removeCustomModule(bmadDir, moduleId); + await this.manifest.removeModule(bmadDir, missing.id); + await this.manifest.removeCustomModule(bmadDir, missing.id); console.log(chalk.yellow(` ✓ Removed from manifest`)); // Also remove from installedModules list - if (installedModules && installedModules.includes(moduleId)) { - const index = installedModules.indexOf(moduleId); + if (installedModules && installedModules.includes(missing.id)) { + const index = installedModules.indexOf(missing.id); if (index !== -1) { installedModules.splice(index, 1); } @@ -2591,7 +2569,7 @@ class Installer { } case 'keep': { keptCount++; - keptModulesWithoutSources.push(moduleId); + keptModulesWithoutSources.push(missing.id); console.log(chalk.dim(` Module will be kept as-is`)); break; diff --git a/tools/cli/installers/lib/ide/antigravity.js b/tools/cli/installers/lib/ide/antigravity.js index c896d62d..57071cdc 100644 --- a/tools/cli/installers/lib/ide/antigravity.js +++ b/tools/cli/installers/lib/ide/antigravity.js @@ -13,6 +13,7 @@ const { resolveSubagentFiles, } = require('./shared/module-injections'); const { getAgentsFromBmad, getAgentsFromDir } = require('./shared/bmad-artifacts'); +const prompts = require('../../../lib/prompts'); /** * Google Antigravity IDE setup handler @@ -26,6 +27,21 @@ class AntigravitySetup extends BaseIdeSetup { this.workflowsDir = 'workflows'; } + /** + * Prompt for subagent installation location + * @returns {Promise} Selected location ('project' or 'user') + */ + async _promptInstallLocation() { + return prompts.select({ + message: 'Where would you like to install Antigravity subagents?', + choices: [ + { name: 'Project level (.agent/agents/)', value: 'project' }, + { name: 'User level (~/.agent/agents/)', value: 'user' }, + ], + default: 'project', + }); + } + /** * Collect configuration choices before installation * @param {Object} options - Configuration options @@ -57,21 +73,7 @@ class AntigravitySetup extends BaseIdeSetup { config.subagentChoices = await this.promptSubagentInstallation(injectionConfig.subagents); if (config.subagentChoices.install !== 'none') { - // Ask for installation location - const { default: inquirer } = await import('inquirer'); - const locationAnswer = await inquirer.prompt([ - { - type: 'list', - name: 'location', - message: 'Where would you like to install Antigravity subagents?', - choices: [ - { name: 'Project level (.agent/agents/)', value: 'project' }, - { name: 'User level (~/.agent/agents/)', value: 'user' }, - ], - default: 'project', - }, - ]); - config.installLocation = locationAnswer.location; + config.installLocation = await this._promptInstallLocation(); } } } catch (error) { @@ -297,20 +299,7 @@ class AntigravitySetup extends BaseIdeSetup { choices = await this.promptSubagentInstallation(config.subagents); if (choices.install !== 'none') { - const { default: inquirer } = await import('inquirer'); - const locationAnswer = await inquirer.prompt([ - { - type: 'list', - name: 'location', - message: 'Where would you like to install Antigravity subagents?', - choices: [ - { name: 'Project level (.agent/agents/)', value: 'project' }, - { name: 'User level (~/.agent/agents/)', value: 'user' }, - ], - default: 'project', - }, - ]); - location = locationAnswer.location; + location = await this._promptInstallLocation(); } } @@ -334,22 +323,16 @@ class AntigravitySetup extends BaseIdeSetup { * Prompt user for subagent installation preferences */ async promptSubagentInstallation(subagentConfig) { - const { default: inquirer } = await import('inquirer'); - // First ask if they want to install subagents - const { install } = await inquirer.prompt([ - { - type: 'list', - name: 'install', - message: 'Would you like to install Antigravity subagents for enhanced functionality?', - choices: [ - { name: 'Yes, install all subagents', value: 'all' }, - { name: 'Yes, let me choose specific subagents', value: 'selective' }, - { name: 'No, skip subagent installation', value: 'none' }, - ], - default: 'all', - }, - ]); + const install = await prompts.select({ + message: 'Would you like to install Antigravity subagents for enhanced functionality?', + choices: [ + { name: 'Yes, install all subagents', value: 'all' }, + { name: 'Yes, let me choose specific subagents', value: 'selective' }, + { name: 'No, skip subagent installation', value: 'none' }, + ], + default: 'all', + }); if (install === 'selective') { // Show list of available subagents with descriptions @@ -361,18 +344,14 @@ class AntigravitySetup extends BaseIdeSetup { 'document-reviewer.md': 'Document quality review', }; - const { selected } = await inquirer.prompt([ - { - type: 'checkbox', - name: 'selected', - message: 'Select subagents to install:', - choices: subagentConfig.files.map((file) => ({ - name: `${file.replace('.md', '')} - ${subagentInfo[file] || 'Specialized assistant'}`, - value: file, - checked: true, - })), - }, - ]); + const selected = await prompts.multiselect({ + message: `Select subagents to install ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`, + choices: subagentConfig.files.map((file) => ({ + name: `${file.replace('.md', '')} - ${subagentInfo[file] || 'Specialized assistant'}`, + value: file, + checked: true, + })), + }); return { install: 'selective', selected }; } diff --git a/tools/cli/installers/lib/ide/claude-code.js b/tools/cli/installers/lib/ide/claude-code.js index f2a33221..02c65b40 100644 --- a/tools/cli/installers/lib/ide/claude-code.js +++ b/tools/cli/installers/lib/ide/claude-code.js @@ -13,6 +13,7 @@ const { resolveSubagentFiles, } = require('./shared/module-injections'); const { getAgentsFromBmad, getAgentsFromDir } = require('./shared/bmad-artifacts'); +const prompts = require('../../../lib/prompts'); /** * Claude Code IDE setup handler @@ -25,6 +26,21 @@ class ClaudeCodeSetup extends BaseIdeSetup { this.agentsDir = 'agents'; } + /** + * Prompt for subagent installation location + * @returns {Promise} Selected location ('project' or 'user') + */ + async promptInstallLocation() { + return prompts.select({ + message: 'Where would you like to install Claude Code subagents?', + choices: [ + { name: 'Project level (.claude/agents/)', value: 'project' }, + { name: 'User level (~/.claude/agents/)', value: 'user' }, + ], + default: 'project', + }); + } + /** * Collect configuration choices before installation * @param {Object} options - Configuration options @@ -56,21 +72,7 @@ class ClaudeCodeSetup extends BaseIdeSetup { config.subagentChoices = await this.promptSubagentInstallation(injectionConfig.subagents); if (config.subagentChoices.install !== 'none') { - // Ask for installation location - const { default: inquirer } = await import('inquirer'); - const locationAnswer = await inquirer.prompt([ - { - type: 'list', - name: 'location', - message: 'Where would you like to install Claude Code subagents?', - choices: [ - { name: 'Project level (.claude/agents/)', value: 'project' }, - { name: 'User level (~/.claude/agents/)', value: 'user' }, - ], - default: 'project', - }, - ]); - config.installLocation = locationAnswer.location; + config.installLocation = await this.promptInstallLocation(); } } } catch (error) { @@ -305,20 +307,7 @@ class ClaudeCodeSetup extends BaseIdeSetup { choices = await this.promptSubagentInstallation(config.subagents); if (choices.install !== 'none') { - const { default: inquirer } = await import('inquirer'); - const locationAnswer = await inquirer.prompt([ - { - type: 'list', - name: 'location', - message: 'Where would you like to install Claude Code subagents?', - choices: [ - { name: 'Project level (.claude/agents/)', value: 'project' }, - { name: 'User level (~/.claude/agents/)', value: 'user' }, - ], - default: 'project', - }, - ]); - location = locationAnswer.location; + location = await this.promptInstallLocation(); } } @@ -342,22 +331,16 @@ class ClaudeCodeSetup extends BaseIdeSetup { * Prompt user for subagent installation preferences */ async promptSubagentInstallation(subagentConfig) { - const { default: inquirer } = await import('inquirer'); - // First ask if they want to install subagents - const { install } = await inquirer.prompt([ - { - type: 'list', - name: 'install', - message: 'Would you like to install Claude Code subagents for enhanced functionality?', - choices: [ - { name: 'Yes, install all subagents', value: 'all' }, - { name: 'Yes, let me choose specific subagents', value: 'selective' }, - { name: 'No, skip subagent installation', value: 'none' }, - ], - default: 'all', - }, - ]); + const install = await prompts.select({ + message: 'Would you like to install Claude Code subagents for enhanced functionality?', + choices: [ + { name: 'Yes, install all subagents', value: 'all' }, + { name: 'Yes, let me choose specific subagents', value: 'selective' }, + { name: 'No, skip subagent installation', value: 'none' }, + ], + default: 'all', + }); if (install === 'selective') { // Show list of available subagents with descriptions @@ -369,18 +352,14 @@ class ClaudeCodeSetup extends BaseIdeSetup { 'document-reviewer.md': 'Document quality review', }; - const { selected } = await inquirer.prompt([ - { - type: 'checkbox', - name: 'selected', - message: 'Select subagents to install:', - choices: subagentConfig.files.map((file) => ({ - name: `${file.replace('.md', '')} - ${subagentInfo[file] || 'Specialized assistant'}`, - value: file, - checked: true, - })), - }, - ]); + const selected = await prompts.multiselect({ + message: `Select subagents to install ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`, + options: subagentConfig.files.map((file) => ({ + label: `${file.replace('.md', '')} - ${subagentInfo[file] || 'Specialized assistant'}`, + value: file, + })), + initialValues: subagentConfig.files, + }); return { install: 'selective', selected }; } diff --git a/tools/cli/installers/lib/ide/codex.js b/tools/cli/installers/lib/ide/codex.js index 3ce9d910..e037a779 100644 --- a/tools/cli/installers/lib/ide/codex.js +++ b/tools/cli/installers/lib/ide/codex.js @@ -6,6 +6,7 @@ const { BaseIdeSetup } = require('./_base-ide'); const { WorkflowCommandGenerator } = require('./shared/workflow-command-generator'); const { AgentCommandGenerator } = require('./shared/agent-command-generator'); const { getTasksFromBmad } = require('./shared/bmad-artifacts'); +const prompts = require('../../../lib/prompts'); /** * Codex setup handler (CLI mode) @@ -21,32 +22,24 @@ class CodexSetup extends BaseIdeSetup { * @returns {Object} Collected configuration */ async collectConfiguration(options = {}) { - const { default: inquirer } = await import('inquirer'); - let confirmed = false; let installLocation = 'global'; while (!confirmed) { - const { location } = await inquirer.prompt([ - { - type: 'list', - name: 'location', - message: 'Where would you like to install Codex CLI prompts?', - choices: [ - { - name: 'Global - Simple for single project ' + '(~/.codex/prompts, but references THIS project only)', - value: 'global', - }, - { - name: `Project-specific - Recommended for real work (requires CODEX_HOME=${path.sep}.codex)`, - value: 'project', - }, - ], - default: 'global', - }, - ]); - - installLocation = location; + installLocation = await prompts.select({ + message: 'Where would you like to install Codex CLI prompts?', + choices: [ + { + name: 'Global - Simple for single project ' + '(~/.codex/prompts, but references THIS project only)', + value: 'global', + }, + { + name: `Project-specific - Recommended for real work (requires CODEX_HOME=${path.sep}.codex)`, + value: 'project', + }, + ], + default: 'global', + }); // Display detailed instructions for the chosen option console.log(''); @@ -57,16 +50,10 @@ class CodexSetup extends BaseIdeSetup { } // Confirm the choice - const { proceed } = await inquirer.prompt([ - { - type: 'confirm', - name: 'proceed', - message: 'Proceed with this installation option?', - default: true, - }, - ]); - - confirmed = proceed; + confirmed = await prompts.confirm({ + message: 'Proceed with this installation option?', + default: true, + }); if (!confirmed) { console.log(chalk.yellow("\n Let's choose a different installation option.\n")); diff --git a/tools/cli/installers/lib/ide/github-copilot.js b/tools/cli/installers/lib/ide/github-copilot.js index b9dd5f98..c500a284 100644 --- a/tools/cli/installers/lib/ide/github-copilot.js +++ b/tools/cli/installers/lib/ide/github-copilot.js @@ -2,6 +2,7 @@ const path = require('node:path'); const { BaseIdeSetup } = require('./_base-ide'); const chalk = require('chalk'); const { AgentCommandGenerator } = require('./shared/agent-command-generator'); +const prompts = require('../../../lib/prompts'); /** * GitHub Copilot setup handler @@ -21,29 +22,23 @@ class GitHubCopilotSetup extends BaseIdeSetup { * @returns {Object} Collected configuration */ async collectConfiguration(options = {}) { - const { default: inquirer } = await import('inquirer'); const config = {}; console.log('\n' + chalk.blue(' 🔧 VS Code Settings Configuration')); console.log(chalk.dim(' GitHub Copilot works best with specific settings\n')); - const response = await inquirer.prompt([ - { - type: 'list', - name: 'configChoice', - message: 'How would you like to configure VS Code settings?', - choices: [ - { name: 'Use recommended defaults (fastest)', value: 'defaults' }, - { name: 'Configure each setting manually', value: 'manual' }, - { name: 'Skip settings configuration', value: 'skip' }, - ], - default: 'defaults', - }, - ]); - config.vsCodeConfig = response.configChoice; + config.vsCodeConfig = await prompts.select({ + message: 'How would you like to configure VS Code settings?', + choices: [ + { name: 'Use recommended defaults (fastest)', value: 'defaults' }, + { name: 'Configure each setting manually', value: 'manual' }, + { name: 'Skip settings configuration', value: 'skip' }, + ], + default: 'defaults', + }); - if (response.configChoice === 'manual') { - config.manualSettings = await inquirer.prompt([ + if (config.vsCodeConfig === 'manual') { + config.manualSettings = await prompts.prompt([ { type: 'input', name: 'maxRequests', @@ -52,7 +47,8 @@ class GitHubCopilotSetup extends BaseIdeSetup { validate: (input) => { const num = parseInt(input, 10); if (isNaN(num)) return 'Enter a valid number 1-50'; - return (num >= 1 && num <= 50) || 'Enter 1-50'; + if (num < 1 || num > 50) return 'Enter a number between 1-50'; + return true; }, }, { diff --git a/tools/cli/lib/prompts.js b/tools/cli/lib/prompts.js new file mode 100644 index 00000000..96b80ba1 --- /dev/null +++ b/tools/cli/lib/prompts.js @@ -0,0 +1,432 @@ +/** + * @clack/prompts wrapper for BMAD CLI + * + * This module provides a unified interface for CLI prompts using @clack/prompts. + * It replaces Inquirer.js to fix Windows arrow key navigation issues (libuv #852). + * + * @module prompts + */ + +let _clack = null; + +/** + * Lazy-load @clack/prompts (ESM module) + * @returns {Promise} The clack prompts module + */ +async function getClack() { + if (!_clack) { + _clack = await import('@clack/prompts'); + } + return _clack; +} + +/** + * Handle user cancellation gracefully + * @param {any} value - The value to check + * @param {string} [message='Operation cancelled'] - Message to display + * @returns {boolean} True if cancelled + */ +async function handleCancel(value, message = 'Operation cancelled') { + const clack = await getClack(); + if (clack.isCancel(value)) { + clack.cancel(message); + process.exit(0); + } + return false; +} + +/** + * Display intro message + * @param {string} message - The intro message + */ +async function intro(message) { + const clack = await getClack(); + clack.intro(message); +} + +/** + * Display outro message + * @param {string} message - The outro message + */ +async function outro(message) { + const clack = await getClack(); + clack.outro(message); +} + +/** + * Display a note/info box + * @param {string} message - The note content + * @param {string} [title] - Optional title + */ +async function note(message, title) { + const clack = await getClack(); + clack.note(message, title); +} + +/** + * Display a spinner for async operations + * @returns {Object} Spinner controller with start, stop, message methods + */ +async function spinner() { + const clack = await getClack(); + return clack.spinner(); +} + +/** + * Single-select prompt (replaces Inquirer 'list' type) + * @param {Object} options - Prompt options + * @param {string} options.message - The question to ask + * @param {Array} options.choices - Array of choices [{name, value, hint?}] + * @param {any} [options.default] - Default selected value + * @returns {Promise} Selected value + */ +async function select(options) { + const clack = await getClack(); + + // Convert Inquirer-style choices to clack format + // Handle both object choices {name, value, hint} and primitive choices (string/number) + const clackOptions = options.choices + .filter((c) => c.type !== 'separator') // Skip separators for now + .map((choice) => { + if (typeof choice === 'string' || typeof choice === 'number') { + return { value: choice, label: String(choice) }; + } + return { + value: choice.value === undefined ? choice.name : choice.value, + label: choice.name || choice.label || String(choice.value), + hint: choice.hint || choice.description, + }; + }); + + // Find initial value + let initialValue; + if (options.default !== undefined) { + initialValue = options.default; + } + + const result = await clack.select({ + message: options.message, + options: clackOptions, + initialValue, + }); + + await handleCancel(result); + return result; +} + +/** + * Multi-select prompt (replaces Inquirer 'checkbox' type) + * @param {Object} options - Prompt options + * @param {string} options.message - The question to ask + * @param {Array} options.choices - Array of choices [{name, value, checked?, hint?}] + * @param {boolean} [options.required=false] - Whether at least one must be selected + * @returns {Promise} Array of selected values + */ +async function multiselect(options) { + const clack = await getClack(); + + // Support both clack-native (options) and Inquirer-style (choices) APIs + let clackOptions; + let initialValues; + + if (options.options) { + // Native clack format: options with label/value + clackOptions = options.options; + initialValues = options.initialValues || []; + } else { + // Convert Inquirer-style choices to clack format + // Handle both object choices {name, value, hint} and primitive choices (string/number) + clackOptions = options.choices + .filter((c) => c.type !== 'separator') // Skip separators + .map((choice) => { + if (typeof choice === 'string' || typeof choice === 'number') { + return { value: choice, label: String(choice) }; + } + return { + value: choice.value === undefined ? choice.name : choice.value, + label: choice.name || choice.label || String(choice.value), + hint: choice.hint || choice.description, + }; + }); + + // Find initial values (pre-checked items) + initialValues = options.choices + .filter((c) => c.checked && c.type !== 'separator') + .map((c) => (c.value === undefined ? c.name : c.value)); + } + + const result = await clack.multiselect({ + message: options.message, + options: clackOptions, + initialValues: initialValues.length > 0 ? initialValues : undefined, + required: options.required || false, + }); + + await handleCancel(result); + return result; +} + +/** + * Grouped multi-select prompt for categorized options + * @param {Object} options - Prompt options + * @param {string} options.message - The question to ask + * @param {Object} options.options - Object mapping group names to arrays of choices + * @param {Array} [options.initialValues] - Array of initially selected values + * @param {boolean} [options.required=false] - Whether at least one must be selected + * @param {boolean} [options.selectableGroups=false] - Whether groups can be selected as a whole + * @returns {Promise} Array of selected values + */ +async function groupMultiselect(options) { + const clack = await getClack(); + + const result = await clack.groupMultiselect({ + message: options.message, + options: options.options, + initialValues: options.initialValues, + required: options.required || false, + }); + + await handleCancel(result); + return result; +} + +/** + * Confirm prompt (replaces Inquirer 'confirm' type) + * @param {Object} options - Prompt options + * @param {string} options.message - The question to ask + * @param {boolean} [options.default=true] - Default value + * @returns {Promise} User's answer + */ +async function confirm(options) { + const clack = await getClack(); + + const result = await clack.confirm({ + message: options.message, + initialValue: options.default === undefined ? true : options.default, + }); + + await handleCancel(result); + return result; +} + +/** + * Text input prompt (replaces Inquirer 'input' type) + * @param {Object} options - Prompt options + * @param {string} options.message - The question to ask + * @param {string} [options.default] - Default value + * @param {string} [options.placeholder] - Placeholder text (defaults to options.default if not provided) + * @param {Function} [options.validate] - Validation function + * @returns {Promise} User's input + */ +async function text(options) { + const clack = await getClack(); + + // Use default as placeholder if placeholder not explicitly provided + // This shows the default value as grayed-out hint text + const placeholder = options.placeholder === undefined ? options.default : options.placeholder; + + const result = await clack.text({ + message: options.message, + defaultValue: options.default, + placeholder: typeof placeholder === 'string' ? placeholder : undefined, + validate: options.validate, + }); + + await handleCancel(result); + return result; +} + +/** + * Password input prompt (replaces Inquirer 'password' type) + * @param {Object} options - Prompt options + * @param {string} options.message - The question to ask + * @param {Function} [options.validate] - Validation function + * @returns {Promise} User's input + */ +async function password(options) { + const clack = await getClack(); + + const result = await clack.password({ + message: options.message, + validate: options.validate, + }); + + await handleCancel(result); + return result; +} + +/** + * Group multiple prompts together + * @param {Object} prompts - Object of prompt functions + * @param {Object} [options] - Group options + * @returns {Promise} Object with all answers + */ +async function group(prompts, options = {}) { + const clack = await getClack(); + + const result = await clack.group(prompts, { + onCancel: () => { + clack.cancel('Operation cancelled'); + process.exit(0); + }, + ...options, + }); + + return result; +} + +/** + * Run tasks with spinner feedback + * @param {Array} tasks - Array of task objects [{title, task, enabled?}] + * @returns {Promise} + */ +async function tasks(taskList) { + const clack = await getClack(); + await clack.tasks(taskList); +} + +/** + * Log messages with styling + */ +const log = { + async info(message) { + const clack = await getClack(); + clack.log.info(message); + }, + async success(message) { + const clack = await getClack(); + clack.log.success(message); + }, + async warn(message) { + const clack = await getClack(); + clack.log.warn(message); + }, + async error(message) { + const clack = await getClack(); + clack.log.error(message); + }, + async message(message) { + const clack = await getClack(); + clack.log.message(message); + }, + async step(message) { + const clack = await getClack(); + clack.log.step(message); + }, +}; + +/** + * Execute an array of Inquirer-style questions using @clack/prompts + * This provides compatibility with dynamic question arrays + * @param {Array} questions - Array of Inquirer-style question objects + * @returns {Promise} Object with answers keyed by question name + */ +async function prompt(questions) { + const answers = {}; + + for (const question of questions) { + const { type, name, message, choices, default: defaultValue, validate, when } = question; + + // Handle conditional questions via 'when' property + if (when !== undefined) { + const shouldAsk = typeof when === 'function' ? await when(answers) : when; + if (!shouldAsk) continue; + } + + let answer; + + switch (type) { + case 'input': { + // Note: @clack/prompts doesn't support async validation, so validate must be sync + answer = await text({ + message, + default: typeof defaultValue === 'function' ? defaultValue(answers) : defaultValue, + validate: validate + ? (val) => { + const result = validate(val, answers); + if (result instanceof Promise) { + throw new TypeError('Async validation is not supported by @clack/prompts. Please use synchronous validation.'); + } + return result === true ? undefined : result; + } + : undefined, + }); + break; + } + + case 'confirm': { + answer = await confirm({ + message, + default: typeof defaultValue === 'function' ? defaultValue(answers) : defaultValue, + }); + break; + } + + case 'list': { + answer = await select({ + message, + choices: choices || [], + default: typeof defaultValue === 'function' ? defaultValue(answers) : defaultValue, + }); + break; + } + + case 'checkbox': { + answer = await multiselect({ + message, + choices: choices || [], + required: false, + }); + break; + } + + case 'password': { + // Note: @clack/prompts doesn't support async validation, so validate must be sync + answer = await password({ + message, + validate: validate + ? (val) => { + const result = validate(val, answers); + if (result instanceof Promise) { + throw new TypeError('Async validation is not supported by @clack/prompts. Please use synchronous validation.'); + } + return result === true ? undefined : result; + } + : undefined, + }); + break; + } + + default: { + // Default to text input for unknown types + answer = await text({ + message, + default: typeof defaultValue === 'function' ? defaultValue(answers) : defaultValue, + }); + } + } + + answers[name] = answer; + } + + return answers; +} + +module.exports = { + getClack, + handleCancel, + intro, + outro, + note, + spinner, + select, + multiselect, + groupMultiselect, + confirm, + text, + password, + group, + tasks, + log, + prompt, +}; diff --git a/tools/cli/lib/ui.js b/tools/cli/lib/ui.js index 85f31ce1..a78cfec9 100644 --- a/tools/cli/lib/ui.js +++ b/tools/cli/lib/ui.js @@ -4,16 +4,21 @@ const os = require('node:os'); const fs = require('fs-extra'); const { CLIUtils } = require('./cli-utils'); const { CustomHandler } = require('../installers/lib/custom/handler'); +const prompts = require('./prompts'); -// Lazy-load inquirer (ESM module) to avoid ERR_REQUIRE_ESM -let _inquirer = null; -async function getInquirer() { - if (!_inquirer) { - _inquirer = (await import('inquirer')).default; +// Separator class for visual grouping in select/multiselect prompts +// Note: @clack/prompts doesn't support separators natively, they are filtered out +class Separator { + constructor(text = '────────') { + this.line = text; + this.name = text; } - return _inquirer; + type = 'separator'; } +// Separator for choice lists (compatible interface) +const choiceUtils = { Separator }; + /** * UI utilities for the installer */ @@ -23,7 +28,6 @@ class UI { * @returns {Object} Installation configuration */ async promptInstall() { - const inquirer = await getInquirer(); CLIUtils.displayLogo(); // Display version-specific start message from install-messages.yaml @@ -113,26 +117,20 @@ class UI { console.log(chalk.yellow('─'.repeat(80))); console.log(''); - const { proceed } = await inquirer.prompt([ - { - type: 'list', - name: 'proceed', - message: 'What would you like to do?', - choices: [ - { - name: 'Cancel and do a fresh install (recommended)', - value: 'cancel', - short: 'Cancel installation', - }, - { - name: 'Proceed anyway (will attempt update, potentially may fail or have unstable behavior)', - value: 'proceed', - short: 'Proceed with update', - }, - ], - default: 'cancel', - }, - ]); + const proceed = await prompts.select({ + message: 'What would you like to do?', + choices: [ + { + name: 'Cancel and do a fresh install (recommended)', + value: 'cancel', + }, + { + name: 'Proceed anyway (will attempt update, potentially may fail or have unstable behavior)', + value: 'proceed', + }, + ], + default: 'cancel', + }); if (proceed === 'cancel') { console.log(''); @@ -188,14 +186,10 @@ class UI { // If Claude Code was selected, ask about TTS if (claudeCodeSelected) { - const { enableTts } = await inquirer.prompt([ - { - type: 'confirm', - name: 'enableTts', - message: 'Claude Code supports TTS (Text-to-Speech). Would you like to enable it?', - default: false, - }, - ]); + const enableTts = await prompts.confirm({ + message: 'Claude Code supports TTS (Text-to-Speech). Would you like to enable it?', + default: false, + }); if (enableTts) { agentVibesConfig = { enabled: true, alreadyInstalled: false }; @@ -250,18 +244,11 @@ class UI { // Common actions choices.push({ name: 'Modify BMAD Installation', value: 'update' }); - const promptResult = await inquirer.prompt([ - { - type: 'list', - name: 'actionType', - message: 'What would you like to do?', - choices: choices, - default: choices[0].value, // Use the first option as default - }, - ]); - - // Extract actionType from prompt result - actionType = promptResult.actionType; + actionType = await prompts.select({ + message: 'What would you like to do?', + choices: choices, + default: choices[0].value, + }); // Handle quick update separately if (actionType === 'quick-update') { @@ -290,14 +277,10 @@ class UI { const { installedModuleIds } = await this.getExistingInstallation(confirmedDirectory); console.log(chalk.dim(` Found existing modules: ${[...installedModuleIds].join(', ')}`)); - const { changeModuleSelection } = await inquirer.prompt([ - { - type: 'confirm', - name: 'changeModuleSelection', - message: 'Modify official module selection (BMad Method, BMad Builder, Creative Innovation Suite)?', - default: false, - }, - ]); + const changeModuleSelection = await prompts.confirm({ + message: 'Modify official module selection (BMad Method, BMad Builder, Creative Innovation Suite)?', + default: false, + }); let selectedModules = []; if (changeModuleSelection) { @@ -310,14 +293,10 @@ class UI { // After module selection, ask about custom modules console.log(''); - const { changeCustomModules } = await inquirer.prompt([ - { - type: 'confirm', - name: 'changeCustomModules', - message: 'Modify custom module selection (add, update, or remove custom modules/agents/workflows)?', - default: false, - }, - ]); + const changeCustomModules = await prompts.confirm({ + message: 'Modify custom module selection (add, update, or remove custom modules/agents/workflows)?', + default: false, + }); let customModuleResult = { selectedCustomModules: [], customContentConfig: { hasCustomContent: false } }; if (changeCustomModules) { @@ -352,15 +331,10 @@ class UI { let enableTts = false; if (hasClaudeCode) { - const { enableTts: enable } = await inquirer.prompt([ - { - type: 'confirm', - name: 'enableTts', - message: 'Claude Code supports TTS (Text-to-Speech). Would you like to enable it?', - default: false, - }, - ]); - enableTts = enable; + enableTts = await prompts.confirm({ + message: 'Claude Code supports TTS (Text-to-Speech). Would you like to enable it?', + default: false, + }); } // Core config with existing defaults (ask after TTS) @@ -385,14 +359,10 @@ class UI { const { installedModuleIds } = await this.getExistingInstallation(confirmedDirectory); // Ask about official modules for new installations - const { wantsOfficialModules } = await inquirer.prompt([ - { - type: 'confirm', - name: 'wantsOfficialModules', - message: 'Will you be installing any official BMad modules (BMad Method, BMad Builder, Creative Innovation Suite)?', - default: true, - }, - ]); + const wantsOfficialModules = await prompts.confirm({ + message: 'Will you be installing any official BMad modules (BMad Method, BMad Builder, Creative Innovation Suite)?', + default: true, + }); let selectedOfficialModules = []; if (wantsOfficialModules) { @@ -401,14 +371,10 @@ class UI { } // Ask about custom content - const { wantsCustomContent } = await inquirer.prompt([ - { - type: 'confirm', - name: 'wantsCustomContent', - message: 'Would you like to install a local custom module (this includes custom agents and workflows also)?', - default: false, - }, - ]); + const wantsCustomContent = await prompts.confirm({ + message: 'Would you like to install a local custom module (this includes custom agents and workflows also)?', + default: false, + }); if (wantsCustomContent) { customContentConfig = await this.promptCustomContentSource(); @@ -459,7 +425,6 @@ class UI { * @returns {Object} Tool configuration */ async promptToolSelection(projectDir, selectedModules) { - const inquirer = await getInquirer(); // Check for existing configured IDEs - use findBmadDir to detect custom folder names const { Detector } = require('../installers/lib/core/detector'); const { Installer } = require('../installers/lib/core/installer'); @@ -477,13 +442,14 @@ class UI { const preferredIdes = ideManager.getPreferredIdes(); const otherIdes = ideManager.getOtherIdes(); - // Build IDE choices array with separators - const ideChoices = []; + // Build grouped options object for groupMultiselect + const groupedOptions = {}; const processedIdes = new Set(); + const initialValues = []; // First, add previously configured IDEs at the top, marked with ✅ if (configuredIdes.length > 0) { - ideChoices.push(new inquirer.Separator('── Previously Configured ──')); + const configuredGroup = []; for (const ideValue of configuredIdes) { // Skip empty or invalid IDE values if (!ideValue || typeof ideValue !== 'string') { @@ -496,81 +462,71 @@ class UI { const ide = preferredIde || otherIde; if (ide) { - ideChoices.push({ - name: `${ide.name} ✅`, + configuredGroup.push({ + label: `${ide.name} ✅`, value: ide.value, - checked: true, // Previously configured IDEs are checked by default }); processedIdes.add(ide.value); + initialValues.push(ide.value); // Pre-select configured IDEs } else { // Warn about unrecognized IDE (but don't fail) console.log(chalk.yellow(`⚠️ Previously configured IDE '${ideValue}' is no longer available`)); } } + if (configuredGroup.length > 0) { + groupedOptions['Previously Configured'] = configuredGroup; + } } // Add preferred tools (excluding already processed) const remainingPreferred = preferredIdes.filter((ide) => !processedIdes.has(ide.value)); if (remainingPreferred.length > 0) { - ideChoices.push(new inquirer.Separator('── Recommended Tools ──')); - for (const ide of remainingPreferred) { - ideChoices.push({ - name: `${ide.name} ⭐`, - value: ide.value, - checked: false, - }); + groupedOptions['Recommended Tools'] = remainingPreferred.map((ide) => { processedIdes.add(ide.value); - } + return { + label: `${ide.name} ⭐`, + value: ide.value, + }; + }); } // Add other tools (excluding already processed) const remainingOther = otherIdes.filter((ide) => !processedIdes.has(ide.value)); if (remainingOther.length > 0) { - ideChoices.push(new inquirer.Separator('── Additional Tools ──')); - for (const ide of remainingOther) { - ideChoices.push({ - name: ide.name, - value: ide.value, - checked: false, - }); - } + groupedOptions['Additional Tools'] = remainingOther.map((ide) => ({ + label: ide.name, + value: ide.value, + })); } - let answers; + let selectedIdes = []; let userConfirmedNoTools = false; // Loop until user selects at least one tool OR explicitly confirms no tools while (!userConfirmedNoTools) { - answers = await inquirer.prompt([ - { - type: 'checkbox', - name: 'ides', - message: 'Select tools to configure:', - choices: ideChoices, - pageSize: 30, - }, - ]); + selectedIdes = await prompts.groupMultiselect({ + message: `Select tools to configure ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`, + options: groupedOptions, + initialValues: initialValues.length > 0 ? initialValues : undefined, + required: false, + }); // If tools were selected, we're done - if (answers.ides && answers.ides.length > 0) { + if (selectedIdes && selectedIdes.length > 0) { break; } // Warn that no tools were selected - users often miss the spacebar requirement console.log(); console.log(chalk.red.bold('⚠️ WARNING: No tools were selected!')); - console.log(chalk.red(' You must press SPACEBAR to select items, then ENTER to confirm.')); + console.log(chalk.red(' You must press SPACE to select items, then ENTER to confirm.')); console.log(chalk.red(' Simply highlighting an item does NOT select it.')); console.log(); - const { goBack } = await inquirer.prompt([ - { - type: 'confirm', - name: 'goBack', - message: chalk.yellow('Would you like to go back and select at least one tool?'), - default: true, - }, - ]); + const goBack = await prompts.confirm({ + message: chalk.yellow('Would you like to go back and select at least one tool?'), + default: true, + }); if (goBack) { // Re-display a message before looping back @@ -582,8 +538,8 @@ class UI { } return { - ides: answers.ides || [], - skipIde: !answers.ides || answers.ides.length === 0, + ides: selectedIdes || [], + skipIde: !selectedIdes || selectedIdes.length === 0, }; } @@ -592,23 +548,17 @@ class UI { * @returns {Object} Update configuration */ async promptUpdate() { - const inquirer = await getInquirer(); - const answers = await inquirer.prompt([ - { - type: 'confirm', - name: 'backupFirst', - message: 'Create backup before updating?', - default: true, - }, - { - type: 'confirm', - name: 'preserveCustomizations', - message: 'Preserve local customizations?', - default: true, - }, - ]); + const backupFirst = await prompts.confirm({ + message: 'Create backup before updating?', + default: true, + }); - return answers; + const preserveCustomizations = await prompts.confirm({ + message: 'Preserve local customizations?', + default: true, + }); + + return { backupFirst, preserveCustomizations }; } /** @@ -617,27 +567,17 @@ class UI { * @returns {Array} Selected modules */ async promptModules(modules) { - const inquirer = await getInquirer(); const choices = modules.map((mod) => ({ name: `${mod.name} - ${mod.description}`, value: mod.id, checked: false, })); - const { selectedModules } = await inquirer.prompt([ - { - type: 'checkbox', - name: 'selectedModules', - message: 'Select modules to add:', - choices, - validate: (answer) => { - if (answer.length === 0) { - return 'You must choose at least one module.'; - } - return true; - }, - }, - ]); + const selectedModules = await prompts.multiselect({ + message: `Select modules to add ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`, + choices, + required: true, + }); return selectedModules; } @@ -649,17 +589,10 @@ class UI { * @returns {boolean} User confirmation */ async confirm(message, defaultValue = false) { - const inquirer = await getInquirer(); - const { confirmed } = await inquirer.prompt([ - { - type: 'confirm', - name: 'confirmed', - message, - default: defaultValue, - }, - ]); - - return confirmed; + return await prompts.confirm({ + message, + default: defaultValue, + }); } /** @@ -753,10 +686,9 @@ class UI { * Get module choices for selection * @param {Set} installedModuleIds - Currently installed module IDs * @param {Object} customContentConfig - Custom content configuration - * @returns {Array} Module choices for inquirer + * @returns {Array} Module choices for prompt */ async getModuleChoices(installedModuleIds, customContentConfig = null) { - const inquirer = await getInquirer(); const moduleChoices = []; const isNewInstallation = installedModuleIds.size === 0; @@ -811,9 +743,9 @@ class UI { if (allCustomModules.length > 0) { // Add separator for custom content, all custom modules, and official content separator moduleChoices.push( - new inquirer.Separator('── Custom Content ──'), + new choiceUtils.Separator('── Custom Content ──'), ...allCustomModules, - new inquirer.Separator('── Official Content ──'), + new choiceUtils.Separator('── Official Content ──'), ); } @@ -837,44 +769,43 @@ class UI { * @returns {Array} Selected module IDs */ async selectModules(moduleChoices, defaultSelections = []) { - const inquirer = await getInquirer(); - const moduleAnswer = await inquirer.prompt([ - { - type: 'checkbox', - name: 'modules', - message: 'Select modules to install:', - choices: moduleChoices, - default: defaultSelections, - }, - ]); + // Mark choices as checked based on defaultSelections + const choicesWithDefaults = moduleChoices.map((choice) => ({ + ...choice, + checked: defaultSelections.includes(choice.value), + })); - const selected = moduleAnswer.modules || []; + const selected = await prompts.multiselect({ + message: `Select modules to install ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`, + choices: choicesWithDefaults, + required: false, + }); - return selected; + return selected || []; } /** * Prompt for directory selection - * @returns {Object} Directory answer from inquirer + * @returns {Object} Directory answer from prompt */ async promptForDirectory() { - const inquirer = await getInquirer(); - return await inquirer.prompt([ - { - type: 'input', - name: 'directory', - message: `Installation directory:`, - default: process.cwd(), - validate: async (input) => this.validateDirectory(input), - filter: (input) => { - // If empty, use the default - if (!input || input.trim() === '') { - return process.cwd(); - } - return this.expandUserPath(input); - }, - }, - ]); + // Use sync validation because @clack/prompts doesn't support async validate + const directory = await prompts.text({ + message: 'Installation directory:', + default: process.cwd(), + placeholder: process.cwd(), + validate: (input) => this.validateDirectorySync(input), + }); + + // Apply filter logic + let filteredDir = directory; + if (!filteredDir || filteredDir.trim() === '') { + filteredDir = process.cwd(); + } else { + filteredDir = this.expandUserPath(filteredDir); + } + + return { directory: filteredDir }; } /** @@ -915,45 +846,92 @@ class UI { * @returns {boolean} Whether user confirmed */ async confirmDirectory(directory) { - const inquirer = await getInquirer(); const dirExists = await fs.pathExists(directory); if (dirExists) { - const confirmAnswer = await inquirer.prompt([ - { - type: 'confirm', - name: 'proceed', - message: `Install to this directory?`, - default: true, - }, - ]); + const proceed = await prompts.confirm({ + message: 'Install to this directory?', + default: true, + }); - if (!confirmAnswer.proceed) { + if (!proceed) { console.log(chalk.yellow("\nLet's try again with a different path.\n")); } - return confirmAnswer.proceed; + return proceed; } else { // Ask for confirmation to create the directory - const createConfirm = await inquirer.prompt([ - { - type: 'confirm', - name: 'create', - message: `The directory '${directory}' doesn't exist. Would you like to create it?`, - default: false, - }, - ]); + const create = await prompts.confirm({ + message: `The directory '${directory}' doesn't exist. Would you like to create it?`, + default: false, + }); - if (!createConfirm.create) { + if (!create) { console.log(chalk.yellow("\nLet's try again with a different path.\n")); } - return createConfirm.create; + return create; } } /** - * Validate directory path for installation + * Validate directory path for installation (sync version for clack prompts) + * @param {string} input - User input path + * @returns {string|undefined} Error message or undefined if valid + */ + validateDirectorySync(input) { + // Allow empty input to use the default + if (!input || input.trim() === '') { + return; // Empty means use default, undefined = valid for clack + } + + let expandedPath; + try { + expandedPath = this.expandUserPath(input.trim()); + } catch (error) { + return error.message; + } + + // Check if the path exists + const pathExists = fs.pathExistsSync(expandedPath); + + if (!pathExists) { + // Find the first existing parent directory + const existingParent = this.findExistingParentSync(expandedPath); + + if (!existingParent) { + return 'Cannot create directory: no existing parent directory found'; + } + + // Check if the existing parent is writable + try { + fs.accessSync(existingParent, fs.constants.W_OK); + // Path doesn't exist but can be created - will prompt for confirmation later + return; + } catch { + // Provide a detailed error message explaining both issues + return `Directory '${expandedPath}' does not exist and cannot be created: parent directory '${existingParent}' is not writable`; + } + } + + // If it exists, validate it's a directory and writable + const stat = fs.statSync(expandedPath); + if (!stat.isDirectory()) { + return `Path exists but is not a directory: ${expandedPath}`; + } + + // Check write permissions + try { + fs.accessSync(expandedPath, fs.constants.W_OK); + } catch { + return `Directory is not writable: ${expandedPath}`; + } + + return; + } + + /** + * Validate directory path for installation (async version) * @param {string} input - User input path * @returns {string|true} Error message or true if valid */ @@ -1009,7 +987,28 @@ class UI { } /** - * Find the first existing parent directory + * Find the first existing parent directory (sync version) + * @param {string} targetPath - The path to check + * @returns {string|null} The first existing parent directory, or null if none found + */ + findExistingParentSync(targetPath) { + let currentPath = path.resolve(targetPath); + + // Walk up the directory tree until we find an existing directory + while (currentPath !== path.dirname(currentPath)) { + // Stop at root + const parent = path.dirname(currentPath); + if (fs.pathExistsSync(parent)) { + return parent; + } + currentPath = parent; + } + + return null; // No existing parent found (shouldn't happen in practice) + } + + /** + * Find the first existing parent directory (async version) * @param {string} targetPath - The path to check * @returns {string|null} The first existing parent directory, or null if none found */ @@ -1071,7 +1070,7 @@ class UI { * @sideeffects None - pure user input collection, no files written * @edgecases Shows warning if user enables TTS but AgentVibes not detected * @calledby promptInstall() during installation flow, after core config, before IDE selection - * @calls checkAgentVibesInstalled(), inquirer.prompt(), chalk.green/yellow/dim() + * @calls checkAgentVibesInstalled(), prompts.select(), chalk.green/yellow/dim() * * AI NOTE: This prompt is strategically positioned in installation flow: * - AFTER core config (user_name, etc) @@ -1102,7 +1101,6 @@ class UI { * - GitHub Issue: paulpreibisch/AgentVibes#36 */ async promptAgentVibes(projectDir) { - const inquirer = await getInquirer(); CLIUtils.displaySection('🎤 Voice Features', 'Enable TTS for multi-agent conversations'); // Check if AgentVibes is already installed @@ -1114,23 +1112,19 @@ class UI { console.log(chalk.dim(' AgentVibes not detected')); } - const answers = await inquirer.prompt([ - { - type: 'confirm', - name: 'enableTts', - message: 'Enable Agents to Speak Out loud (powered by Agent Vibes? Claude Code only currently)', - default: false, // Default to yes - recommended for best experience - }, - ]); + const enableTts = await prompts.confirm({ + message: 'Enable Agents to Speak Out loud (powered by Agent Vibes? Claude Code only currently)', + default: false, + }); - if (answers.enableTts && !agentVibesInstalled) { + if (enableTts && !agentVibesInstalled) { console.log(chalk.yellow('\n ⚠️ AgentVibes not installed')); console.log(chalk.dim(' Install AgentVibes separately to enable TTS:')); console.log(chalk.dim(' https://github.com/paulpreibisch/AgentVibes\n')); } return { - enabled: answers.enableTts, + enabled: enableTts, alreadyInstalled: agentVibesInstalled, }; } @@ -1248,30 +1242,75 @@ class UI { return existingInstall.ides || []; } + /** + * Validate custom content path synchronously + * @param {string} input - User input path + * @returns {string|undefined} Error message or undefined if valid + */ + validateCustomContentPathSync(input) { + // Allow empty input to cancel + if (!input || input.trim() === '') { + return; // Allow empty to exit + } + + try { + // Expand the path + const expandedPath = this.expandUserPath(input.trim()); + + // Check if path exists + if (!fs.pathExistsSync(expandedPath)) { + return 'Path does not exist'; + } + + // Check if it's a directory + const stat = fs.statSync(expandedPath); + if (!stat.isDirectory()) { + return 'Path must be a directory'; + } + + // Check for module.yaml in the root + const moduleYamlPath = path.join(expandedPath, 'module.yaml'); + if (!fs.pathExistsSync(moduleYamlPath)) { + return 'Directory must contain a module.yaml file in the root'; + } + + // Try to parse the module.yaml to get the module ID + try { + const yaml = require('yaml'); + const content = fs.readFileSync(moduleYamlPath, 'utf8'); + const moduleData = yaml.parse(content); + if (!moduleData.code) { + return 'module.yaml must contain a "code" field for the module ID'; + } + } catch (error) { + return 'Invalid module.yaml file: ' + error.message; + } + + return; // Valid + } catch (error) { + return 'Error validating path: ' + error.message; + } + } + /** * Prompt user for custom content source location * @returns {Object} Custom content configuration */ async promptCustomContentSource() { - const inquirer = await getInquirer(); const customContentConfig = { hasCustomContent: true, sources: [] }; // Keep asking for more sources until user is done while (true) { // First ask if user wants to add another module or continue if (customContentConfig.sources.length > 0) { - const { action } = await inquirer.prompt([ - { - type: 'list', - name: 'action', - message: 'Would you like to:', - choices: [ - { name: 'Add another custom module', value: 'add' }, - { name: 'Continue with installation', value: 'continue' }, - ], - default: 'continue', - }, - ]); + const action = await prompts.select({ + message: 'Would you like to:', + choices: [ + { name: 'Add another custom module', value: 'add' }, + { name: 'Continue with installation', value: 'continue' }, + ], + default: 'continue', + }); if (action === 'continue') { break; @@ -1282,57 +1321,11 @@ class UI { let isValid = false; while (!isValid) { - const { path: inputPath } = await inquirer.prompt([ - { - type: 'input', - name: 'path', - message: 'Enter the path to your custom content folder (or press Enter to cancel):', - validate: async (input) => { - // Allow empty input to cancel - if (!input || input.trim() === '') { - return true; // Allow empty to exit - } - - try { - // Expand the path - const expandedPath = this.expandUserPath(input.trim()); - - // Check if path exists - if (!(await fs.pathExists(expandedPath))) { - return 'Path does not exist'; - } - - // Check if it's a directory - const stat = await fs.stat(expandedPath); - if (!stat.isDirectory()) { - return 'Path must be a directory'; - } - - // Check for module.yaml in the root - const moduleYamlPath = path.join(expandedPath, 'module.yaml'); - if (!(await fs.pathExists(moduleYamlPath))) { - return 'Directory must contain a module.yaml file in the root'; - } - - // Try to parse the module.yaml to get the module ID - try { - const yaml = require('yaml'); - const content = await fs.readFile(moduleYamlPath, 'utf8'); - const moduleData = yaml.parse(content); - if (!moduleData.code) { - return 'module.yaml must contain a "code" field for the module ID'; - } - } catch (error) { - return 'Invalid module.yaml file: ' + error.message; - } - - return true; - } catch (error) { - return 'Error validating path: ' + error.message; - } - }, - }, - ]); + // Use sync validation because @clack/prompts doesn't support async validate + const inputPath = await prompts.text({ + message: 'Enter the path to your custom content folder (or press Enter to cancel):', + validate: (input) => this.validateCustomContentPathSync(input), + }); // If user pressed Enter without typing anything, exit the loop if (!inputPath || inputPath.trim() === '') { @@ -1364,14 +1357,10 @@ class UI { } // Ask if user wants to add these to the installation - const { shouldInstall } = await inquirer.prompt([ - { - type: 'confirm', - name: 'shouldInstall', - message: `Install ${customContentConfig.sources.length} custom module(s) now?`, - default: true, - }, - ]); + const shouldInstall = await prompts.confirm({ + message: `Install ${customContentConfig.sources.length} custom module(s) now?`, + default: true, + }); if (shouldInstall) { customContentConfig.selected = true; @@ -1391,7 +1380,6 @@ class UI { * @returns {Object} Result with selected custom modules and custom content config */ async handleCustomModulesInModifyFlow(directory, selectedModules) { - const inquirer = await getInquirer(); // Get existing installation to find custom modules const { existingInstall } = await this.getExistingInstallation(directory); @@ -1451,16 +1439,11 @@ class UI { choices.push({ name: 'Add new custom modules', value: 'add' }, { name: 'Cancel (no custom modules)', value: 'cancel' }); } - const { customAction } = await inquirer.prompt([ - { - type: 'list', - name: 'customAction', - message: - cachedCustomModules.length > 0 ? 'What would you like to do with custom modules?' : 'Would you like to add custom modules?', - choices: choices, - default: cachedCustomModules.length > 0 ? 'keep' : 'add', - }, - ]); + const customAction = await prompts.select({ + message: cachedCustomModules.length > 0 ? 'What would you like to do with custom modules?' : 'Would you like to add custom modules?', + choices: choices, + default: cachedCustomModules.length > 0 ? 'keep' : 'add', + }); switch (customAction) { case 'keep': { @@ -1472,21 +1455,18 @@ class UI { case 'select': { // Let user choose which to keep - const choices = cachedCustomModules.map((m) => ({ + const selectChoices = cachedCustomModules.map((m) => ({ name: `${m.name} ${chalk.gray(`(${m.id})`)}`, value: m.id, + checked: m.checked, })); - const { keepModules } = await inquirer.prompt([ - { - type: 'checkbox', - name: 'keepModules', - message: 'Select custom modules to keep:', - choices: choices, - default: cachedCustomModules.filter((m) => m.checked).map((m) => m.id), - }, - ]); - result.selectedCustomModules = keepModules; + const keepModules = await prompts.multiselect({ + message: `Select custom modules to keep ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`, + choices: selectChoices, + required: false, + }); + result.selectedCustomModules = keepModules || []; break; } @@ -1586,7 +1566,6 @@ class UI { * @returns {Promise} True if user wants to proceed, false if they cancel */ async showOldAlphaVersionWarning(installedVersion, currentVersion, bmadFolderName) { - const inquirer = await getInquirer(); const versionInfo = this.checkAlphaVersionAge(installedVersion, currentVersion); // Also warn if version is unknown or can't be parsed (legacy/unsupported) @@ -1627,26 +1606,20 @@ class UI { console.log(chalk.yellow('─'.repeat(80))); console.log(''); - const { proceed } = await inquirer.prompt([ - { - type: 'list', - name: 'proceed', - message: 'What would you like to do?', - choices: [ - { - name: 'Proceed with update anyway (may have issues)', - value: 'proceed', - short: 'Proceed with update', - }, - { - name: 'Cancel (recommended - do a fresh install instead)', - value: 'cancel', - short: 'Cancel installation', - }, - ], - default: 'cancel', - }, - ]); + const proceed = await prompts.select({ + message: 'What would you like to do?', + choices: [ + { + name: 'Proceed with update anyway (may have issues)', + value: 'proceed', + }, + { + name: 'Cancel (recommended - do a fresh install instead)', + value: 'cancel', + }, + ], + default: 'cancel', + }); if (proceed === 'cancel') { console.log(''); From 993d02b8b3bd51c142fe9dd8de5be3a9a28b70d8 Mon Sep 17 00:00:00 2001 From: VJSai Date: Thu, 15 Jan 2026 03:57:52 +0530 Subject: [PATCH 02/31] Enhance security policy documentation (#1312) Expanded the security policy to include supported versions, reporting guidelines, response timelines, security scope, and best practices for users. Co-authored-by: Alex Verkhovsky --- SECURITY.md | 85 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 85 insertions(+) create mode 100644 SECURITY.md diff --git a/SECURITY.md b/SECURITY.md new file mode 100644 index 00000000..2c565ed1 --- /dev/null +++ b/SECURITY.md @@ -0,0 +1,85 @@ +# Security Policy + +## Supported Versions + +We release security patches for the following versions: + +| Version | Supported | +| ------- | ------------------ | +| Latest | :white_check_mark: | +| < Latest | :x: | + +We recommend always using the latest version of BMad Method to ensure you have the most recent security updates. + +## Reporting a Vulnerability + +We take security vulnerabilities seriously. If you discover a security issue, please report it responsibly. + +### How to Report + +**Do NOT report security vulnerabilities through public GitHub issues.** + +Instead, please report them via one of these methods: + +1. **GitHub Security Advisories** (Preferred): Use [GitHub's private vulnerability reporting](https://github.com/bmad-code-org/BMAD-METHOD/security/advisories/new) to submit a confidential report. + +2. **Discord**: Contact a maintainer directly via DM on our [Discord server](https://discord.gg/gk8jAdXWmj). + +### What to Include + +Please include as much of the following information as possible: + +- Type of vulnerability (e.g., prompt injection, path traversal, etc.) +- Full paths of source file(s) related to the vulnerability +- Step-by-step instructions to reproduce the issue +- Proof-of-concept or exploit code (if available) +- Impact assessment of the vulnerability + +### Response Timeline + +- **Initial Response**: Within 48 hours of receiving your report +- **Status Update**: Within 7 days with our assessment +- **Resolution Target**: Critical issues within 30 days; other issues within 90 days + +### What to Expect + +1. We will acknowledge receipt of your report +2. We will investigate and validate the vulnerability +3. We will work on a fix and coordinate disclosure timing with you +4. We will credit you in the security advisory (unless you prefer to remain anonymous) + +## Security Scope + +### In Scope + +- Vulnerabilities in BMad Method core framework code +- Security issues in agent definitions or workflows that could lead to unintended behavior +- Path traversal or file system access issues +- Prompt injection vulnerabilities that bypass intended agent behavior +- Supply chain vulnerabilities in dependencies + +### Out of Scope + +- Security issues in user-created custom agents or modules +- Vulnerabilities in third-party AI providers (Claude, GPT, etc.) +- Issues that require physical access to a user's machine +- Social engineering attacks +- Denial of service attacks that don't exploit a specific vulnerability + +## Security Best Practices for Users + +When using BMad Method: + +1. **Review Agent Outputs**: Always review AI-generated code before executing it +2. **Limit File Access**: Configure your AI IDE to limit file system access where possible +3. **Keep Updated**: Regularly update to the latest version +4. **Validate Dependencies**: Review any dependencies added by generated code +5. **Environment Isolation**: Consider running AI-assisted development in isolated environments + +## Acknowledgments + +We appreciate the security research community's efforts in helping keep BMad Method secure. Contributors who report valid security issues will be acknowledged in our security advisories. + +--- + +Thank you for helping keep BMad Method and our community safe. From 1d8df63ac573b9aa9b3cef0187b250cd386e7b60 Mon Sep 17 00:00:00 2001 From: sjennings Date: Wed, 14 Jan 2026 20:53:40 -0600 Subject: [PATCH 03/31] feat(bmgd): Add E2E testing methodology and scaffold workflow (#1322) * feat(bmgd): Add E2E testing methodology and scaffold workflow - Add comprehensive e2e-testing.md knowledge fragment - Add e2e-scaffold workflow for infrastructure generation - Update qa-index.csv with e2e-testing fragment reference - Update game-qa.agent.yaml with ES trigger - Update test-design and automate instructions with E2E guidance - Update unity-testing.md with E2E section reference * fix(bmgd): improve E2E testing infrastructure robustness - Add WaitForValueApprox overloads for float/double comparisons - Fix assembly definition to use precompiledReferences for test runners - Fix CaptureOnFailure to yield before screenshot capture (main thread) - Add error handling to test file cleanup with try/catch - Fix ClickButton to use FindObjectsByType and check scene.isLoaded - Add engine-specific output paths (Unity/Unreal/Godot) to workflow - Fix knowledge_fragments paths to use correct relative paths * feat(bmgd): add E2E testing support for Godot and Unreal Godot: - Add C# testing with xUnit/NSubstitute alongside GDScript GUT - Add E2E infrastructure: GameE2ETestFixture, ScenarioBuilder, InputSimulator, AsyncAssert (all GDScript) - Add example E2E tests and quick checklist Unreal: - Add E2E infrastructure extending AFunctionalTest - Add GameE2ETestBase, ScenarioBuilder, InputSimulator classes - Add AsyncTestHelpers with latent commands and macros - Add example E2E tests for combat and turn cycle - Add CLI commands for running E2E tests --------- Co-authored-by: Scott Jennings Co-authored-by: Brian --- src/modules/bmgd/agents/game-qa.agent.yaml | 6 + .../bmgd/gametest/knowledge/e2e-testing.md | 1013 +++++++++++++++ .../bmgd/gametest/knowledge/godot-testing.md | 499 ++++++++ .../bmgd/gametest/knowledge/unity-testing.md | 14 + .../bmgd/gametest/knowledge/unreal-testing.md | 1126 ++++++++++++++++ src/modules/bmgd/gametest/qa-index.csv | 3 +- .../gametest/automate/instructions.md | 81 ++ .../gametest/e2e-scaffold/checklist.md | 95 ++ .../gametest/e2e-scaffold/instructions.md | 1137 +++++++++++++++++ .../gametest/e2e-scaffold/workflow.yaml | 145 +++ .../gametest/test-design/instructions.md | 57 +- 11 files changed, 4169 insertions(+), 7 deletions(-) create mode 100644 src/modules/bmgd/gametest/knowledge/e2e-testing.md create mode 100644 src/modules/bmgd/workflows/gametest/e2e-scaffold/checklist.md create mode 100644 src/modules/bmgd/workflows/gametest/e2e-scaffold/instructions.md create mode 100644 src/modules/bmgd/workflows/gametest/e2e-scaffold/workflow.yaml diff --git a/src/modules/bmgd/agents/game-qa.agent.yaml b/src/modules/bmgd/agents/game-qa.agent.yaml index a1eddbc6..973d521c 100644 --- a/src/modules/bmgd/agents/game-qa.agent.yaml +++ b/src/modules/bmgd/agents/game-qa.agent.yaml @@ -22,6 +22,8 @@ agent: critical_actions: - "Consult {project-root}/_bmad/bmgd/gametest/qa-index.csv to select knowledge fragments under knowledge/ and load only the files needed for the current task" + - "For E2E testing requests, always load knowledge/e2e-testing.md first" + - "When scaffolding tests, distinguish between unit, integration, and E2E test needs" - "Load the referenced fragment(s) from {project-root}/_bmad/bmgd/gametest/knowledge/ before giving recommendations" - "Cross-check recommendations with the current official Unity Test Framework, Unreal Automation, or Godot GUT documentation" - "Find if this exists, if it does, always treat it as the bible I plan and execute against: `**/project-context.md`" @@ -43,6 +45,10 @@ agent: workflow: "{project-root}/_bmad/bmgd/workflows/gametest/automate/workflow.yaml" description: "[TA] Generate automated game tests" + - trigger: ES or fuzzy match on e2e-scaffold + workflow: "{project-root}/_bmad/bmgd/workflows/gametest/e2e-scaffold/workflow.yaml" + description: "[ES] Scaffold E2E testing infrastructure" + - trigger: PP or fuzzy match on playtest-plan workflow: "{project-root}/_bmad/bmgd/workflows/gametest/playtest-plan/workflow.yaml" description: "[PP] Create structured playtesting plan" diff --git a/src/modules/bmgd/gametest/knowledge/e2e-testing.md b/src/modules/bmgd/gametest/knowledge/e2e-testing.md new file mode 100644 index 00000000..8f35bcd7 --- /dev/null +++ b/src/modules/bmgd/gametest/knowledge/e2e-testing.md @@ -0,0 +1,1013 @@ +# End-to-End Testing for Games + +## Overview + +E2E tests validate complete gameplay flows from the player's perspective — the full orchestra, not individual instruments. Unlike integration tests that verify system interactions, E2E tests verify *player journeys* work correctly from start to finish. + +This is the difference between "does the damage calculator work with the inventory system?" (integration) and "can a player actually complete a combat encounter from selection to resolution?" (E2E). + +## E2E vs Integration vs Unit + +| Aspect | Unit | Integration | E2E | +|--------|------|-------------|-----| +| Scope | Single class | System interaction | Complete flow | +| Speed | < 10ms | < 1s | 1-30s | +| Stability | Very stable | Stable | Requires care | +| Example | DamageCalc math | Combat + Inventory | Full combat encounter | +| Dependencies | None/mocked | Some real | All real | +| Catches | Logic bugs | Wiring bugs | Journey bugs | + +## The E2E Testing Pyramid Addition + +``` + /\ + / \ Manual Playtesting + /----\ (Fun, Feel, Experience) + / \ + /--------\ E2E Tests + / \ (Player Journeys) + /------------\ + / \ Integration Tests + /----------------\ (System Interactions) + / \ Unit Tests + /____________________\ (Pure Logic) +``` + +E2E tests sit between integration tests and manual playtesting. They automate what *can* be automated about player experience while acknowledging that "is this fun?" still requires human judgment. + +## E2E Infrastructure Requirements + +Before writing E2E tests, scaffold supporting infrastructure. Without this foundation, E2E tests become brittle, flaky nightmares that erode trust faster than they build confidence. + +### 1. Test Fixture Base Class + +Provides scene loading, cleanup, and common utilities. Every E2E test inherits from this. + +**Unity Example:** + +```csharp +using System.Collections; +using NUnit.Framework; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.TestTools; + +public abstract class GameE2ETestFixture +{ + protected virtual string SceneName => "GameScene"; + protected GameStateManager GameState { get; private set; } + protected InputSimulator Input { get; private set; } + protected ScenarioBuilder Scenario { get; private set; } + + [UnitySetUp] + public IEnumerator BaseSetUp() + { + // Load the game scene + yield return SceneManager.LoadSceneAsync(SceneName); + yield return null; // Wait one frame for scene initialization + + // Get core references + GameState = Object.FindFirstObjectByType(); + Assert.IsNotNull(GameState, $"GameStateManager not found in {SceneName}"); + + // Initialize test utilities + Input = new InputSimulator(); + Scenario = new ScenarioBuilder(GameState); + + // Wait for game to be ready + yield return WaitForGameReady(); + } + + [UnityTearDown] + public IEnumerator BaseTearDown() + { + // Clean up any test-spawned objects + yield return CleanupTestObjects(); + + // Reset input state + Input?.Reset(); + } + + protected IEnumerator WaitForGameReady(float timeout = 10f) + { + yield return AsyncAssert.WaitUntil( + () => GameState != null && GameState.IsReady, + "Game ready state", + timeout); + } + + protected virtual IEnumerator CleanupTestObjects() + { + // Override in derived classes for game-specific cleanup + yield return null; + } +} +``` + +**Unreal Example:** + +```cpp +// GameE2ETestBase.h +UCLASS() +class AGameE2ETestBase : public AFunctionalTest +{ + GENERATED_BODY() + +protected: + UPROPERTY() + UGameStateManager* GameState; + + UPROPERTY() + UInputSimulator* InputSim; + + UPROPERTY() + UScenarioBuilder* Scenario; + + virtual void PrepareTest() override; + virtual void StartTest() override; + virtual void CleanUp() override; + + void WaitForGameReady(float Timeout = 10.f); +}; +``` + +**Godot Example:** + +```gdscript +extends GutTest +class_name GameE2ETestFixture + +var game_state: GameStateManager +var input_sim: InputSimulator +var scenario: ScenarioBuilder +var _scene_instance: Node + +func before_each(): + # Load game scene + var scene = load("res://scenes/game.tscn") + _scene_instance = scene.instantiate() + add_child(_scene_instance) + + # Get references + game_state = _scene_instance.get_node("GameStateManager") + input_sim = InputSimulator.new() + scenario = ScenarioBuilder.new(game_state) + + # Wait for ready + await wait_for_game_ready() + +func after_each(): + if _scene_instance: + _scene_instance.queue_free() + input_sim = null + scenario = null + +func wait_for_game_ready(timeout: float = 10.0): + var elapsed = 0.0 + while not game_state.is_ready and elapsed < timeout: + await get_tree().process_frame + elapsed += get_process_delta_time() + assert_true(game_state.is_ready, "Game should be ready") +``` + +### 2. Scenario Builder (Fluent API) + +Configure game state for test scenarios without manual setup. This is the secret sauce — it lets you express test preconditions in domain language. + +**Unity Example:** + +```csharp +public class ScenarioBuilder +{ + private readonly GameStateManager _gameState; + private readonly List> _setupActions = new(); + + public ScenarioBuilder(GameStateManager gameState) + { + _gameState = gameState; + } + + // Domain-specific setup methods + public ScenarioBuilder WithUnit(Faction faction, Hex position, int movementPoints = 6) + { + _setupActions.Add(() => SpawnUnit(faction, position, movementPoints)); + return this; + } + + public ScenarioBuilder WithTerrain(Hex position, TerrainType terrain) + { + _setupActions.Add(() => SetTerrain(position, terrain)); + return this; + } + + public ScenarioBuilder OnTurn(int turnNumber) + { + _setupActions.Add(() => SetTurn(turnNumber)); + return this; + } + + public ScenarioBuilder OnPhase(TurnPhase phase) + { + _setupActions.Add(() => SetPhase(phase)); + return this; + } + + public ScenarioBuilder WithActiveFaction(Faction faction) + { + _setupActions.Add(() => SetActiveFaction(faction)); + return this; + } + + public ScenarioBuilder FromSaveFile(string saveFileName) + { + _setupActions.Add(() => LoadSaveFile(saveFileName)); + return this; + } + + // Execute all setup actions + public IEnumerator Build() + { + foreach (var action in _setupActions) + { + yield return action(); + yield return null; // Allow state to propagate + } + _setupActions.Clear(); + } + + // Private implementation methods + private IEnumerator SpawnUnit(Faction faction, Hex position, int mp) + { + var unit = _gameState.SpawnUnit(faction, position); + unit.MovementPoints = mp; + yield return null; + } + + private IEnumerator SetTerrain(Hex position, TerrainType terrain) + { + _gameState.Map.SetTerrain(position, terrain); + yield return null; + } + + private IEnumerator SetTurn(int turn) + { + _gameState.SetTurnNumber(turn); + yield return null; + } + + private IEnumerator SetPhase(TurnPhase phase) + { + _gameState.SetPhase(phase); + yield return null; + } + + private IEnumerator SetActiveFaction(Faction faction) + { + _gameState.SetActiveFaction(faction); + yield return null; + } + + private IEnumerator LoadSaveFile(string fileName) + { + var path = $"TestData/{fileName}"; + yield return _gameState.LoadGame(path); + } +} +``` + +**Usage:** + +```csharp +yield return Scenario + .WithUnit(Faction.Player, new Hex(3, 4), movementPoints: 6) + .WithUnit(Faction.Enemy, new Hex(5, 4)) + .WithTerrain(new Hex(4, 4), TerrainType.Forest) + .OnTurn(1) + .WithActiveFaction(Faction.Player) + .Build(); +``` + +### 3. Input Simulator + +Abstract player input for deterministic testing. Don't simulate raw mouse positions — simulate player *intent*. + +**Unity Example (New Input System):** + +```csharp +using UnityEngine; +using UnityEngine.InputSystem; + +public class InputSimulator +{ + private Mouse _mouse; + private Keyboard _keyboard; + private Camera _camera; + + public InputSimulator() + { + _mouse = Mouse.current ?? InputSystem.AddDevice(); + _keyboard = Keyboard.current ?? InputSystem.AddDevice(); + _camera = Camera.main; + } + + public IEnumerator ClickWorldPosition(Vector3 worldPos) + { + var screenPos = _camera.WorldToScreenPoint(worldPos); + yield return ClickScreenPosition(screenPos); + } + + public IEnumerator ClickHex(Hex hex) + { + var worldPos = HexUtils.HexToWorld(hex); + yield return ClickWorldPosition(worldPos); + } + + public IEnumerator ClickScreenPosition(Vector2 screenPos) + { + // Move mouse + InputSystem.QueueStateEvent(_mouse, new MouseState { position = screenPos }); + yield return null; + + // Press + InputSystem.QueueStateEvent(_mouse, new MouseState + { + position = screenPos, + buttons = 1 + }); + yield return null; + + // Release + InputSystem.QueueStateEvent(_mouse, new MouseState + { + position = screenPos, + buttons = 0 + }); + yield return null; + } + + public IEnumerator ClickButton(string buttonName) + { + var button = GameObject.Find(buttonName)?.GetComponent(); + Assert.IsNotNull(button, $"Button '{buttonName}' not found"); + + button.onClick.Invoke(); + yield return null; + } + + public IEnumerator DragFromTo(Vector3 from, Vector3 to, float duration = 0.5f) + { + var fromScreen = _camera.WorldToScreenPoint(from); + var toScreen = _camera.WorldToScreenPoint(to); + + // Start drag + InputSystem.QueueStateEvent(_mouse, new MouseState + { + position = fromScreen, + buttons = 1 + }); + yield return null; + + // Interpolate drag + var elapsed = 0f; + while (elapsed < duration) + { + var t = elapsed / duration; + var pos = Vector2.Lerp(fromScreen, toScreen, t); + InputSystem.QueueStateEvent(_mouse, new MouseState + { + position = pos, + buttons = 1 + }); + yield return null; + elapsed += Time.deltaTime; + } + + // End drag + InputSystem.QueueStateEvent(_mouse, new MouseState + { + position = toScreen, + buttons = 0 + }); + yield return null; + } + + public IEnumerator PressKey(Key key) + { + _keyboard.SetKeyDown(key); + yield return null; + _keyboard.SetKeyUp(key); + yield return null; + } + + public void Reset() + { + // Reset any held state + if (_mouse != null) + { + InputSystem.QueueStateEvent(_mouse, new MouseState()); + } + } +} +``` + +### 4. Async Assertions + +Wait-for-condition assertions with meaningful failure messages. The timeout and message are critical — when tests fail, you need to know *what* it was waiting for. + +**Unity Example:** + +```csharp +using System; +using System.Collections; +using NUnit.Framework; +using UnityEngine; + +public static class AsyncAssert +{ + /// + /// Wait until condition is true, or fail with message after timeout. + /// + public static IEnumerator WaitUntil( + Func condition, + string description, + float timeout = 5f) + { + var elapsed = 0f; + while (!condition() && elapsed < timeout) + { + yield return null; + elapsed += Time.deltaTime; + } + + Assert.IsTrue(condition(), + $"Timeout after {timeout}s waiting for: {description}"); + } + + /// + /// Wait until condition is true, with periodic logging. + /// + public static IEnumerator WaitUntilVerbose( + Func condition, + string description, + float timeout = 5f, + float logInterval = 1f) + { + var elapsed = 0f; + var lastLog = 0f; + + while (!condition() && elapsed < timeout) + { + if (elapsed - lastLog >= logInterval) + { + Debug.Log($"[E2E] Still waiting for: {description} ({elapsed:F1}s)"); + lastLog = elapsed; + } + yield return null; + elapsed += Time.deltaTime; + } + + Assert.IsTrue(condition(), + $"Timeout after {timeout}s waiting for: {description}"); + } + + /// + /// Wait for a specific value, with descriptive failure. + /// Note: For floating-point comparisons, use WaitForValueApprox instead + /// to handle precision issues. This method uses exact equality. + /// + public static IEnumerator WaitForValue( + Func getter, + T expected, + string description, + float timeout = 5f) where T : IEquatable + { + yield return WaitUntil( + () => expected.Equals(getter()), + $"{description} to equal {expected} (current: {getter()})", + timeout); + } + + /// + /// Wait for a float value within tolerance (handles floating-point precision). + /// + public static IEnumerator WaitForValueApprox( + Func getter, + float expected, + string description, + float tolerance = 0.0001f, + float timeout = 5f) + { + yield return WaitUntil( + () => Mathf.Abs(expected - getter()) < tolerance, + $"{description} to equal ~{expected} ±{tolerance} (current: {getter()})", + timeout); + } + + /// + /// Wait for a double value within tolerance (handles floating-point precision). + /// + public static IEnumerator WaitForValueApprox( + Func getter, + double expected, + string description, + double tolerance = 0.0001, + float timeout = 5f) + { + yield return WaitUntil( + () => Math.Abs(expected - getter()) < tolerance, + $"{description} to equal ~{expected} ±{tolerance} (current: {getter()})", + timeout); + } + + /// + /// Wait for an event to fire. + /// + public static IEnumerator WaitForEvent( + Action> subscribe, + Action> unsubscribe, + string eventName, + float timeout = 5f) where T : class + { + T received = null; + Action handler = e => received = e; + + subscribe(handler); + + yield return WaitUntil( + () => received != null, + $"Event '{eventName}' to fire", + timeout); + + unsubscribe(handler); + } + + /// + /// Assert that something does NOT happen within a time window. + /// + public static IEnumerator WaitAndAssertNot( + Func condition, + string description, + float duration = 1f) + { + var elapsed = 0f; + while (elapsed < duration) + { + Assert.IsFalse(condition(), + $"Condition unexpectedly became true: {description}"); + yield return null; + elapsed += Time.deltaTime; + } + } +} +``` + +## E2E Test Patterns + +### Given-When-Then with Async + +The core pattern for E2E tests. Clear structure, readable intent. + +```csharp +[UnityTest] +public IEnumerator PlayerCanMoveUnitThroughZOC() +{ + // GIVEN: Soviet unit adjacent to German ZOC + yield return Scenario + .WithUnit(Faction.Soviet, new Hex(3, 4), movementPoints: 6) + .WithUnit(Faction.German, new Hex(4, 4)) // Creates ZOC at adjacent hexes + .WithActiveFaction(Faction.Soviet) + .Build(); + + // WHEN: Player selects unit and moves through ZOC + yield return Input.ClickHex(new Hex(3, 4)); // Select unit + yield return AsyncAssert.WaitUntil( + () => GameState.Selection.HasSelectedUnit, + "Unit should be selected"); + + yield return Input.ClickHex(new Hex(5, 4)); // Click destination (through ZOC) + + // THEN: Unit arrives with reduced movement points (ZOC cost) + yield return AsyncAssert.WaitUntil( + () => GetUnitAt(new Hex(5, 4)) != null, + "Unit should arrive at destination"); + + var unit = GetUnitAt(new Hex(5, 4)); + Assert.Less(unit.MovementPoints, 3, + "ZOC passage should cost extra movement points"); +} +``` + +### Full Turn Cycle + +Testing the complete turn lifecycle. + +```csharp +[UnityTest] +public IEnumerator FullTurnCycle_PlayerToAIAndBack() +{ + // GIVEN: Mid-game state with both factions having units + yield return Scenario + .FromSaveFile("mid_game_scenario.json") + .Build(); + + var startingTurn = GameState.TurnNumber; + + // WHEN: Player ends their turn + yield return Input.ClickButton("EndPhaseButton"); + yield return AsyncAssert.WaitUntil( + () => GameState.CurrentPhase == TurnPhase.EndPhaseConfirmation, + "End phase confirmation"); + + yield return Input.ClickButton("ConfirmButton"); + + // THEN: AI executes its turn + yield return AsyncAssert.WaitUntil( + () => GameState.CurrentFaction == Faction.AI, + "AI turn should begin"); + + // AND: Eventually returns to player + yield return AsyncAssert.WaitUntil( + () => GameState.CurrentFaction == Faction.Player, + "Player turn should return", + timeout: 30f); // AI might take a while + + Assert.AreEqual(startingTurn + 1, GameState.TurnNumber, + "Turn number should increment"); +} +``` + +### Save/Load Round-Trip + +Critical for any game with persistence. + +```csharp +[UnityTest] +public IEnumerator SaveLoad_PreservesGameState() +{ + // GIVEN: Game in specific state + yield return Scenario + .WithUnit(Faction.Player, new Hex(5, 5), movementPoints: 3) + .OnTurn(7) + .Build(); + + var unitPosition = new Hex(5, 5); + var originalMP = GetUnitAt(unitPosition).MovementPoints; + var originalTurn = GameState.TurnNumber; + + // WHEN: Save and reload + var savePath = "test_save_roundtrip"; + yield return GameState.SaveGame(savePath); + + // Trash the current state + yield return SceneManager.LoadSceneAsync(SceneName); + yield return WaitForGameReady(); + + // Load the save + yield return GameState.LoadGame(savePath); + yield return WaitForGameReady(); + + // THEN: State is preserved + Assert.AreEqual(originalTurn, GameState.TurnNumber, + "Turn number should be preserved"); + + var loadedUnit = GetUnitAt(unitPosition); + Assert.IsNotNull(loadedUnit, "Unit should exist at saved position"); + Assert.AreEqual(originalMP, loadedUnit.MovementPoints, + "Movement points should be preserved"); + + // Cleanup + var savedFilePath = GameState.GetSavePath(savePath); + if (System.IO.File.Exists(savedFilePath)) + { + try + { + System.IO.File.Delete(savedFilePath); + } + catch (System.IO.IOException ex) + { + Debug.LogWarning($"[E2E] Failed to delete test save file '{savedFilePath}': {ex.Message}"); + } + catch (UnauthorizedAccessException ex) + { + Debug.LogWarning($"[E2E] Access denied deleting test save file '{savedFilePath}': {ex.Message}"); + } + } +} +``` + +### UI Flow Testing + +Testing complete UI journeys. + +```csharp +[UnityTest] +public IEnumerator MainMenu_NewGame_ReachesGameplay() +{ + // GIVEN: At main menu + yield return SceneManager.LoadSceneAsync("MainMenu"); + yield return null; + + // WHEN: Start new game flow + yield return Input.ClickButton("NewGameButton"); + yield return AsyncAssert.WaitUntil( + () => FindPanel("DifficultySelect") != null, + "Difficulty selection should appear"); + + yield return Input.ClickButton("NormalDifficultyButton"); + yield return Input.ClickButton("StartButton"); + + // THEN: Game scene loads and is playable + yield return AsyncAssert.WaitUntil( + () => SceneManager.GetActiveScene().name == "GameScene", + "Game scene should load", + timeout: 10f); + + yield return WaitForGameReady(); + + Assert.AreEqual(TurnPhase.PlayerMovement, GameState.CurrentPhase, + "Should start in player movement phase"); +} +``` + +## What to E2E Test + +### High Priority (Test These) + +| Category | Why | Examples | +|----------|-----|----------| +| Core gameplay loop | 90% of player time | Select → Move → Attack → End Turn | +| Turn/phase transitions | State machine boundaries | Phase changes, turn handoff | +| Save → Load → Resume | Data integrity | Full round-trip with verification | +| Win/lose conditions | Critical path endpoints | Victory triggers, game over | +| Critical UI flows | First impressions | Menu → Game → Pause → Resume | + +### Medium Priority (Test Key Paths) + +| Category | Why | Examples | +|----------|-----|----------| +| Undo/redo | Easy to break | Action reversal | +| Multiplayer sync | Complex state | Turn handoff in MP | +| Tutorial flow | First-time experience | Guided sequence | + +### Low Priority (Usually Skip for E2E) + +| Category | Why | Better Tested By | +|----------|-----|------------------| +| Edge cases | Combinatorial explosion | Unit tests | +| Visual correctness | Subjective, changes often | Manual testing | +| Performance | Needs dedicated tooling | Performance tests | +| Every permutation | Infinite combinations | Unit + integration | +| AI decision quality | Subjective | Playtesting | + +## E2E Test Organization + +``` +Tests/ +├── EditMode/ +│ └── ... (existing unit tests) +├── PlayMode/ +│ ├── Integration/ +│ │ └── ... (existing integration tests) +│ └── E2E/ +│ ├── E2E.asmdef +│ ├── Infrastructure/ +│ │ ├── GameE2ETestFixture.cs +│ │ ├── ScenarioBuilder.cs +│ │ ├── InputSimulator.cs +│ │ └── AsyncAssert.cs +│ ├── Scenarios/ +│ │ ├── TurnCycleE2ETests.cs +│ │ ├── MovementE2ETests.cs +│ │ ├── CombatE2ETests.cs +│ │ ├── SaveLoadE2ETests.cs +│ │ └── UIFlowE2ETests.cs +│ └── TestData/ +│ ├── mid_game_scenario.json +│ ├── endgame_scenario.json +│ └── edge_case_setup.json +``` + +### Assembly Definition for E2E + +```json +{ + "name": "E2E", + "references": [ + "GameAssembly" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": true, + "precompiledReferences": [ + "nunit.framework.dll", + "UnityEngine.TestRunner.dll", + "UnityEditor.TestRunner.dll" + ], + "defineConstraints": [ + "UNITY_INCLUDE_TESTS" + ], + "autoReferenced": false +} +``` + +## CI Considerations + +E2E tests are slower and potentially flaky. Handle with care. + +### Separate CI Job + +```yaml +# GitHub Actions example +e2e-tests: + runs-on: ubuntu-latest + timeout-minutes: 30 + steps: + - uses: game-ci/unity-test-runner@v4 + with: + testMode: PlayMode + projectPath: . + customParameters: -testCategory E2E +``` + +### Retry Strategy + +```yaml +# Retry flaky tests once before failing +- uses: nick-fields/retry@v2 + with: + timeout_minutes: 15 + max_attempts: 2 + command: | + unity-test-runner --category E2E +``` + +### Failure Artifacts + +Capture screenshots and logs on failure: + +```csharp +[UnityTearDown] +public IEnumerator CaptureOnFailure() +{ + // Yield first to ensure we're on the main thread for screenshot capture + yield return null; + + if (TestContext.CurrentContext.Result.Outcome.Status == TestStatus.Failed) + { + var screenshot = ScreenCapture.CaptureScreenshotAsTexture(); + var bytes = screenshot.EncodeToPNG(); + var screenshotPath = $"TestResults/Screenshots/{TestContext.CurrentContext.Test.Name}.png"; + System.IO.File.WriteAllBytes(screenshotPath, bytes); + + Debug.Log($"[E2E FAILURE] Screenshot saved: {screenshotPath}"); + } +} +``` + +### Execution Frequency + +| Suite | When | Timeout | +|-------|------|---------| +| Unit tests | Every commit | 5 min | +| Integration | Every commit | 10 min | +| E2E (smoke) | Every commit | 15 min | +| E2E (full) | Nightly | 60 min | + +## Avoiding Flaky Tests + +E2E tests are notorious for flakiness. Fight it proactively. + +### DO + +- Use explicit waits with `AsyncAssert.WaitUntil` +- Wait for *game state*, not time +- Clean up thoroughly in TearDown +- Isolate tests completely +- Use deterministic scenarios +- Seed random number generators + +### DON'T + +- Use `yield return new WaitForSeconds(x)` as primary sync +- Depend on test execution order +- Share state between tests +- Rely on animation timing +- Assume frame-perfect timing +- Skip cleanup "because it's slow" + +### Debugging Flaky Tests + +```csharp +// Add verbose logging to track down race conditions +[UnityTest] +public IEnumerator FlakyTest_WithDebugging() +{ + Debug.Log($"[E2E] Test start: {Time.frameCount}"); + + yield return Scenario.Build(); + Debug.Log($"[E2E] Scenario built: {Time.frameCount}"); + + yield return Input.ClickHex(targetHex); + Debug.Log($"[E2E] Input sent: {Time.frameCount}, Selection: {GameState.Selection}"); + + yield return AsyncAssert.WaitUntilVerbose( + () => ExpectedCondition(), + "Expected condition", + timeout: 10f, + logInterval: 0.5f); +} +``` + +## Engine-Specific Notes + +### Unity + +- Use `[UnityTest]` attribute for coroutine-based tests +- Prefer `WaitUntil` over `WaitForSeconds` +- Use `Object.FindFirstObjectByType()` (not the deprecated `FindObjectOfType`) +- Consider `InputTestFixture` for Input System simulation +- Remember: `yield return null` waits one frame + +### Unreal + +- Use `FFunctionalTest` actors for level-based E2E +- `LatentIt` for async test steps in Automation Framework +- Gauntlet for extended E2E suites running in isolated processes +- `ADD_LATENT_AUTOMATION_COMMAND` for sequenced operations + +### Godot + +- Use `await` for async operations in GUT +- `await get_tree().create_timer(x).timeout` for timed waits +- Scene instancing provides natural test isolation +- Use `queue_free()` for cleanup, not `free()` (avoids errors) + +## Anti-Patterns + +### The "Test Everything" Trap + +Don't try to E2E test every edge case. That's what unit tests are for. + +```csharp +// BAD: Testing edge case via E2E +[UnityTest] +public IEnumerator Movement_WithExactlyZeroMP_CannotMove() // Unit test this +{ + // 30 seconds of setup for a condition unit tests cover +} + +// GOOD: E2E tests the journey, unit tests the edge cases +[UnityTest] +public IEnumerator Movement_TypicalPlayerJourney_WorksCorrectly() +{ + // Tests the common path players actually experience +} +``` + +### The "Magic Sleep" Pattern + +```csharp +// BAD: Hoping 2 seconds is enough +yield return new WaitForSeconds(2f); +Assert.IsTrue(condition); + +// GOOD: Wait for the actual condition +yield return AsyncAssert.WaitUntil(() => condition, "description"); +``` + +### The "Shared State" Trap + +```csharp +// BAD: Tests pollute each other +private static int testCounter = 0; // Shared between tests! + +// GOOD: Each test is isolated +[SetUp] +public void Setup() +{ + // Fresh state every test +} +``` + +## Measuring E2E Test Value + +### Coverage Metrics That Matter + +- **Journey coverage**: How many critical player paths are tested? +- **Failure detection rate**: How many real bugs do E2E tests catch? +- **False positive rate**: How often do E2E tests fail spuriously? + +### Warning Signs + +- E2E suite takes > 30 minutes +- Flaky test rate > 5% +- E2E tests duplicate unit test coverage +- Team skips E2E tests because they're "always broken" + +### Health Indicators + +- E2E tests catch integration bugs unit tests miss +- New features include E2E tests for happy path +- Flaky tests are fixed or removed within a sprint +- E2E suite runs on every PR (at least smoke subset) diff --git a/src/modules/bmgd/gametest/knowledge/godot-testing.md b/src/modules/bmgd/gametest/knowledge/godot-testing.md index e282be22..ab79e093 100644 --- a/src/modules/bmgd/gametest/knowledge/godot-testing.md +++ b/src/modules/bmgd/gametest/knowledge/godot-testing.md @@ -374,3 +374,502 @@ test: | 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 | + +## C# Testing in Godot + +Godot 4 supports C# via .NET 6+. You can use standard .NET testing frameworks alongside GUT. + +### Project Setup for C# + +``` +project/ +├── addons/ +│ └── gut/ +├── src/ +│ ├── Player/ +│ │ └── PlayerController.cs +│ └── Combat/ +│ └── DamageCalculator.cs +├── tests/ +│ ├── gdscript/ +│ │ └── test_integration.gd +│ └── csharp/ +│ ├── Tests.csproj +│ └── DamageCalculatorTests.cs +└── project.csproj +``` + +### C# Test Project Setup + +Create a separate test project that references your game assembly: + +```xml + + + + net6.0 + true + false + + + + + + + + + + + + + +``` + +### Basic C# Unit Tests + +```csharp +// tests/csharp/DamageCalculatorTests.cs +using Xunit; +using YourGame.Combat; + +public class DamageCalculatorTests +{ + private readonly DamageCalculator _calculator; + + public DamageCalculatorTests() + { + _calculator = new DamageCalculator(); + } + + [Fact] + public void Calculate_BaseDamage_ReturnsCorrectValue() + { + var result = _calculator.Calculate(100f, 1f); + Assert.Equal(100f, result); + } + + [Fact] + public void Calculate_CriticalHit_DoublesDamage() + { + var result = _calculator.Calculate(100f, 2f); + Assert.Equal(200f, result); + } + + [Theory] + [InlineData(100f, 0.5f, 50f)] + [InlineData(100f, 1.5f, 150f)] + [InlineData(50f, 2f, 100f)] + public void Calculate_Parameterized_ReturnsExpected( + float baseDamage, float multiplier, float expected) + { + var result = _calculator.Calculate(baseDamage, multiplier); + Assert.Equal(expected, result); + } +} +``` + +### Testing Godot Nodes in C# + +For tests requiring Godot runtime, use a hybrid approach: + +```csharp +// tests/csharp/PlayerControllerTests.cs +using Godot; +using Xunit; +using YourGame.Player; + +public class PlayerControllerTests : IDisposable +{ + private readonly SceneTree _sceneTree; + private PlayerController _player; + + public PlayerControllerTests() + { + // These tests must run within Godot runtime + // Use GodotXUnit or similar adapter + } + + [GodotFact] // Custom attribute for Godot runtime tests + public async Task Player_Move_ChangesPosition() + { + var startPos = _player.GlobalPosition; + + _player.SetInput(new Vector2(1, 0)); + + await ToSignal(GetTree().CreateTimer(0.5f), "timeout"); + + Assert.True(_player.GlobalPosition.X > startPos.X); + } + + public void Dispose() + { + _player?.QueueFree(); + } +} +``` + +### C# Mocking with NSubstitute + +```csharp +using NSubstitute; +using Xunit; + +public class EnemyAITests +{ + [Fact] + public void Enemy_UsesPathfinding_WhenMoving() + { + var mockPathfinding = Substitute.For(); + mockPathfinding.FindPath(Arg.Any(), Arg.Any()) + .Returns(new[] { Vector2.Zero, new Vector2(10, 10) }); + + var enemy = new EnemyAI(mockPathfinding); + + enemy.MoveTo(new Vector2(10, 10)); + + mockPathfinding.Received().FindPath( + Arg.Any(), + Arg.Is(v => v == new Vector2(10, 10))); + } +} +``` + +### Running C# Tests + +```bash +# Run C# unit tests (no Godot runtime needed) +dotnet test tests/csharp/Tests.csproj + +# Run with coverage +dotnet test tests/csharp/Tests.csproj --collect:"XPlat Code Coverage" + +# Run specific test +dotnet test tests/csharp/Tests.csproj --filter "FullyQualifiedName~DamageCalculator" +``` + +### Hybrid Test Strategy + +| Test Type | Framework | When to Use | +| ------------- | ---------------- | ---------------------------------- | +| Pure logic | xUnit/NUnit (C#) | Classes without Godot dependencies | +| Node behavior | GUT (GDScript) | MonoBehaviour-like testing | +| Integration | GUT (GDScript) | Scene and signal testing | +| E2E | GUT (GDScript) | Full gameplay flows | + +## End-to-End Testing + +For comprehensive E2E testing patterns, infrastructure scaffolding, and +scenario builders, see **knowledge/e2e-testing.md**. + +### E2E Infrastructure for Godot + +#### GameE2ETestFixture (GDScript) + +```gdscript +# tests/e2e/infrastructure/game_e2e_test_fixture.gd +extends GutTest +class_name GameE2ETestFixture + +var game_state: GameStateManager +var input_sim: InputSimulator +var scenario: ScenarioBuilder +var _scene_instance: Node + +## Override to specify a different scene for specific test classes. +func get_scene_path() -> String: + return "res://scenes/game.tscn" + +func before_each(): + # Load game scene + var scene = load(get_scene_path()) + _scene_instance = scene.instantiate() + add_child(_scene_instance) + + # Get references + game_state = _scene_instance.get_node("GameStateManager") + assert_not_null(game_state, "GameStateManager not found in scene") + + input_sim = InputSimulator.new() + scenario = ScenarioBuilder.new(game_state) + + # Wait for ready + await wait_for_game_ready() + +func after_each(): + if _scene_instance: + _scene_instance.queue_free() + _scene_instance = null + input_sim = null + scenario = null + +func wait_for_game_ready(timeout: float = 10.0): + var elapsed = 0.0 + while not game_state.is_ready and elapsed < timeout: + await get_tree().process_frame + elapsed += get_process_delta_time() + assert_true(game_state.is_ready, "Game should be ready within timeout") +``` + +#### ScenarioBuilder (GDScript) + +```gdscript +# tests/e2e/infrastructure/scenario_builder.gd +extends RefCounted +class_name ScenarioBuilder + +var _game_state: GameStateManager +var _setup_actions: Array[Callable] = [] + +func _init(game_state: GameStateManager): + _game_state = game_state + +## Load a pre-configured scenario from a save file. +func from_save_file(file_name: String) -> ScenarioBuilder: + _setup_actions.append(func(): await _load_save_file(file_name)) + return self + +## Configure the current turn number. +func on_turn(turn_number: int) -> ScenarioBuilder: + _setup_actions.append(func(): _set_turn(turn_number)) + return self + +## Spawn a unit at position. +func with_unit(faction: int, position: Vector2, movement_points: int = 6) -> ScenarioBuilder: + _setup_actions.append(func(): await _spawn_unit(faction, position, movement_points)) + return self + +## Execute all configured setup actions. +func build() -> void: + for action in _setup_actions: + await action.call() + _setup_actions.clear() + +## Clear pending actions without executing. +func reset() -> void: + _setup_actions.clear() + +# Private implementation +func _load_save_file(file_name: String) -> void: + var path = "res://tests/e2e/test_data/%s" % file_name + await _game_state.load_game(path) + +func _set_turn(turn: int) -> void: + _game_state.set_turn_number(turn) + +func _spawn_unit(faction: int, pos: Vector2, mp: int) -> void: + var unit = _game_state.spawn_unit(faction, pos) + unit.movement_points = mp +``` + +#### InputSimulator (GDScript) + +```gdscript +# tests/e2e/infrastructure/input_simulator.gd +extends RefCounted +class_name InputSimulator + +## Click at a world position. +func click_world_position(world_pos: Vector2) -> void: + var viewport = Engine.get_main_loop().root.get_viewport() + var camera = viewport.get_camera_2d() + var screen_pos = camera.get_screen_center_position() + (world_pos - camera.global_position) + await click_screen_position(screen_pos) + +## Click at a screen position. +func click_screen_position(screen_pos: Vector2) -> void: + var press = InputEventMouseButton.new() + press.button_index = MOUSE_BUTTON_LEFT + press.pressed = true + press.position = screen_pos + + var release = InputEventMouseButton.new() + release.button_index = MOUSE_BUTTON_LEFT + release.pressed = false + release.position = screen_pos + + Input.parse_input_event(press) + await Engine.get_main_loop().process_frame + Input.parse_input_event(release) + await Engine.get_main_loop().process_frame + +## Click a UI button by name. +func click_button(button_name: String) -> void: + var root = Engine.get_main_loop().root + var button = _find_button_recursive(root, button_name) + assert(button != null, "Button '%s' not found in scene tree" % button_name) + + if not button.visible: + push_warning("[InputSimulator] Button '%s' is not visible" % button_name) + if button.disabled: + push_warning("[InputSimulator] Button '%s' is disabled" % button_name) + + button.pressed.emit() + await Engine.get_main_loop().process_frame + +func _find_button_recursive(node: Node, button_name: String) -> Button: + if node is Button and node.name == button_name: + return node + for child in node.get_children(): + var found = _find_button_recursive(child, button_name) + if found: + return found + return null + +## Press and release a key. +func press_key(keycode: Key) -> void: + var press = InputEventKey.new() + press.keycode = keycode + press.pressed = true + + var release = InputEventKey.new() + release.keycode = keycode + release.pressed = false + + Input.parse_input_event(press) + await Engine.get_main_loop().process_frame + Input.parse_input_event(release) + await Engine.get_main_loop().process_frame + +## Simulate an input action. +func action_press(action_name: String) -> void: + Input.action_press(action_name) + await Engine.get_main_loop().process_frame + +func action_release(action_name: String) -> void: + Input.action_release(action_name) + await Engine.get_main_loop().process_frame + +## Reset all input state. +func reset() -> void: + Input.flush_buffered_events() +``` + +#### AsyncAssert (GDScript) + +```gdscript +# tests/e2e/infrastructure/async_assert.gd +extends RefCounted +class_name AsyncAssert + +## Wait until condition is true, or fail after timeout. +static func wait_until( + condition: Callable, + description: String, + timeout: float = 5.0 +) -> void: + var elapsed := 0.0 + while not condition.call() and elapsed < timeout: + await Engine.get_main_loop().process_frame + elapsed += Engine.get_main_loop().root.get_process_delta_time() + + assert(condition.call(), + "Timeout after %.1fs waiting for: %s" % [timeout, description]) + +## Wait for a value to equal expected. +static func wait_for_value( + getter: Callable, + expected: Variant, + description: String, + timeout: float = 5.0 +) -> void: + await wait_until( + func(): return getter.call() == expected, + "%s to equal '%s' (current: '%s')" % [description, expected, getter.call()], + timeout) + +## Wait for a float value within tolerance. +static func wait_for_value_approx( + getter: Callable, + expected: float, + description: String, + tolerance: float = 0.0001, + timeout: float = 5.0 +) -> void: + await wait_until( + func(): return absf(expected - getter.call()) < tolerance, + "%s to equal ~%s ±%s (current: %s)" % [description, expected, tolerance, getter.call()], + timeout) + +## Assert that condition does NOT become true within duration. +static func assert_never_true( + condition: Callable, + description: String, + duration: float = 1.0 +) -> void: + var elapsed := 0.0 + while elapsed < duration: + assert(not condition.call(), + "Condition unexpectedly became true: %s" % description) + await Engine.get_main_loop().process_frame + elapsed += Engine.get_main_loop().root.get_process_delta_time() + +## Wait for specified number of frames. +static func wait_frames(count: int) -> void: + for i in range(count): + await Engine.get_main_loop().process_frame + +## Wait for physics to settle. +static func wait_for_physics(frames: int = 3) -> void: + for i in range(frames): + await Engine.get_main_loop().root.get_tree().physics_frame +``` + +### Example E2E Test (GDScript) + +```gdscript +# tests/e2e/scenarios/test_combat_flow.gd +extends GameE2ETestFixture + +func test_player_can_attack_enemy(): + # GIVEN: Player and enemy in combat range + await scenario \ + .with_unit(Faction.PLAYER, Vector2(100, 100)) \ + .with_unit(Faction.ENEMY, Vector2(150, 100)) \ + .build() + + var enemy = game_state.get_units(Faction.ENEMY)[0] + var initial_health = enemy.health + + # WHEN: Player attacks + await input_sim.click_world_position(Vector2(100, 100)) # Select player + await AsyncAssert.wait_until( + func(): return game_state.selected_unit != null, + "Unit should be selected") + + await input_sim.click_world_position(Vector2(150, 100)) # Attack enemy + + # THEN: Enemy takes damage + await AsyncAssert.wait_until( + func(): return enemy.health < initial_health, + "Enemy should take damage") + +func test_turn_cycle_completes(): + # GIVEN: Game in progress + await scenario.on_turn(1).build() + var starting_turn = game_state.turn_number + + # WHEN: Player ends turn + await input_sim.click_button("EndTurnButton") + await AsyncAssert.wait_until( + func(): return game_state.current_faction == Faction.ENEMY, + "Should switch to enemy turn") + + # AND: Enemy turn completes + await AsyncAssert.wait_until( + func(): return game_state.current_faction == Faction.PLAYER, + "Should return to player turn", + 30.0) # AI might take a while + + # THEN: Turn number incremented + assert_eq(game_state.turn_number, starting_turn + 1) +``` + +### Quick E2E Checklist for Godot + +- [ ] Create `GameE2ETestFixture` base class extending GutTest +- [ ] Implement `ScenarioBuilder` for your game's domain +- [ ] Create `InputSimulator` wrapping Godot Input +- [ ] Add `AsyncAssert` utilities with proper await +- [ ] Organize E2E tests under `tests/e2e/scenarios/` +- [ ] Configure GUT to include E2E test directory +- [ ] Set up CI with headless Godot execution diff --git a/src/modules/bmgd/gametest/knowledge/unity-testing.md b/src/modules/bmgd/gametest/knowledge/unity-testing.md index f1b872d9..f057933c 100644 --- a/src/modules/bmgd/gametest/knowledge/unity-testing.md +++ b/src/modules/bmgd/gametest/knowledge/unity-testing.md @@ -381,3 +381,17 @@ test: | 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 | + +## End-to-End Testing + +For comprehensive E2E testing patterns, infrastructure scaffolding, and +scenario builders, see **knowledge/e2e-testing.md**. + +### Quick E2E Checklist for Unity + +- [ ] Create `GameE2ETestFixture` base class +- [ ] Implement `ScenarioBuilder` for your game's domain +- [ ] Create `InputSimulator` wrapping Input System +- [ ] Add `AsyncAssert` utilities +- [ ] Organize E2E tests under `Tests/PlayMode/E2E/` +- [ ] Configure separate CI job for E2E suite diff --git a/src/modules/bmgd/gametest/knowledge/unreal-testing.md b/src/modules/bmgd/gametest/knowledge/unreal-testing.md index 0863bd0c..3b8f668d 100644 --- a/src/modules/bmgd/gametest/knowledge/unreal-testing.md +++ b/src/modules/bmgd/gametest/knowledge/unreal-testing.md @@ -386,3 +386,1129 @@ test: | Crash in test | Missing world | Use proper test context | | Flaky results | Timing issues | Use latent commands | | Slow tests | Too many actors | Optimize test setup | + +## End-to-End Testing + +For comprehensive E2E testing patterns, infrastructure scaffolding, and +scenario builders, see **knowledge/e2e-testing.md**. + +### E2E Infrastructure for Unreal + +E2E tests in Unreal leverage Functional Tests with custom infrastructure for scenario setup, input simulation, and async assertions. + +#### Project Structure + +``` +Source/ +├── MyGame/ +│ └── ... (game code) +└── MyGameTests/ + ├── MyGameTests.Build.cs + ├── Public/ + │ ├── GameE2ETestBase.h + │ ├── ScenarioBuilder.h + │ ├── InputSimulator.h + │ └── AsyncTestHelpers.h + ├── Private/ + │ ├── GameE2ETestBase.cpp + │ ├── ScenarioBuilder.cpp + │ ├── InputSimulator.cpp + │ ├── AsyncTestHelpers.cpp + │ └── E2E/ + │ ├── CombatE2ETests.cpp + │ ├── TurnCycleE2ETests.cpp + │ └── SaveLoadE2ETests.cpp + └── TestMaps/ + ├── E2E_Combat.umap + └── E2E_TurnCycle.umap +``` + +#### Test Module Build File + +```cpp +// MyGameTests.Build.cs +using UnrealBuildTool; + +public class MyGameTests : ModuleRules +{ + public MyGameTests(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange(new string[] { + "Core", + "CoreUObject", + "Engine", + "InputCore", + "EnhancedInput", + "MyGame" + }); + + PrivateDependencyModuleNames.AddRange(new string[] { + "FunctionalTesting", + "AutomationController" + }); + + // Only include in editor/test builds + if (Target.bBuildDeveloperTools || Target.Configuration == UnrealTargetConfiguration.Debug) + { + PrecompileForTargets = PrecompileTargetsType.Any; + } + } +} +``` + +#### GameE2ETestBase (Base Class) + +```cpp +// GameE2ETestBase.h +#pragma once + +#include "CoreMinimal.h" +#include "FunctionalTest.h" +#include "GameE2ETestBase.generated.h" + +class UScenarioBuilder; +class UInputSimulator; +class UGameStateManager; + +/** + * Base class for all E2E functional tests. + * Provides scenario setup, input simulation, and async assertion utilities. + */ +UCLASS(Abstract) +class MYGAMETESTS_API AGameE2ETestBase : public AFunctionalTest +{ + GENERATED_BODY() + +public: + AGameE2ETestBase(); + +protected: + /** Game state manager reference, found automatically on test start. */ + UPROPERTY(BlueprintReadOnly, Category = "E2E") + UGameStateManager* GameState; + + /** Input simulation utility. */ + UPROPERTY(BlueprintReadOnly, Category = "E2E") + UInputSimulator* InputSim; + + /** Scenario configuration builder. */ + UPROPERTY(BlueprintReadOnly, Category = "E2E") + UScenarioBuilder* Scenario; + + /** Timeout for waiting operations (seconds). */ + UPROPERTY(EditAnywhere, Category = "E2E") + float DefaultTimeout = 10.0f; + + // AFunctionalTest interface + virtual void PrepareTest() override; + virtual void StartTest() override; + virtual void CleanUp() override; + + /** Override to specify custom game state class. */ + virtual TSubclassOf GetGameStateClass() const; + + /** + * Wait until game state reports ready. + * Calls OnGameReady() when complete or fails test on timeout. + */ + UFUNCTION(BlueprintCallable, Category = "E2E") + void WaitForGameReady(); + + /** Called when game is ready. Override to begin test logic. */ + virtual void OnGameReady(); + + /** + * Wait until condition is true, then call callback. + * Fails test if timeout exceeded. + */ + void WaitUntil(TFunction Condition, const FString& Description, + TFunction OnComplete, float Timeout = -1.0f); + + /** + * Wait for a specific value, then call callback. + */ + template + void WaitForValue(TFunction Getter, T Expected, + const FString& Description, TFunction OnComplete, + float Timeout = -1.0f); + + /** + * Assert condition and fail test with message if false. + */ + void AssertTrue(bool Condition, const FString& Message); + + /** + * Assert values are equal within tolerance. + */ + void AssertNearlyEqual(float Actual, float Expected, + const FString& Message, float Tolerance = 0.0001f); + +private: + FTimerHandle WaitTimerHandle; + float WaitElapsed; + float WaitTimeout; + TFunction WaitCondition; + TFunction WaitCallback; + FString WaitDescription; + + void TickWaitCondition(); +}; +``` + +```cpp +// GameE2ETestBase.cpp +#include "GameE2ETestBase.h" +#include "ScenarioBuilder.h" +#include "InputSimulator.h" +#include "GameStateManager.h" +#include "Engine/World.h" +#include "TimerManager.h" +#include "Kismet/GameplayStatics.h" + +AGameE2ETestBase::AGameE2ETestBase() +{ + // Default test settings + TimeLimit = 120.0f; // 2 minute max for E2E tests + TimesUpMessage = TEXT("E2E test exceeded time limit"); +} + +void AGameE2ETestBase::PrepareTest() +{ + Super::PrepareTest(); + + // Create utilities + InputSim = NewObject(this); + Scenario = NewObject(this); +} + +void AGameE2ETestBase::StartTest() +{ + Super::StartTest(); + + // Find game state manager + TSubclassOf GameStateClass = GetGameStateClass(); + TArray FoundActors; + UGameplayStatics::GetAllActorsOfClass(GetWorld(), GameStateClass, FoundActors); + + if (FoundActors.Num() > 0) + { + GameState = Cast( + FoundActors[0]->GetComponentByClass(GameStateClass)); + } + + if (!GameState) + { + FinishTest(EFunctionalTestResult::Failed, + FString::Printf(TEXT("GameStateManager not found in test world"))); + return; + } + + // Initialize scenario builder with game state + Scenario->Initialize(GameState); + + // Wait for game to be ready + WaitForGameReady(); +} + +void AGameE2ETestBase::CleanUp() +{ + // Clear timer + if (WaitTimerHandle.IsValid()) + { + GetWorld()->GetTimerManager().ClearTimer(WaitTimerHandle); + } + + // Reset input state + if (InputSim) + { + InputSim->Reset(); + } + + Super::CleanUp(); +} + +TSubclassOf AGameE2ETestBase::GetGameStateClass() const +{ + return UGameStateManager::StaticClass(); +} + +void AGameE2ETestBase::WaitForGameReady() +{ + WaitUntil( + [this]() { return GameState && GameState->IsReady(); }, + TEXT("Game to reach ready state"), + [this]() { OnGameReady(); }, + DefaultTimeout + ); +} + +void AGameE2ETestBase::OnGameReady() +{ + // Override in derived classes to begin test logic +} + +void AGameE2ETestBase::WaitUntil( + TFunction Condition, + const FString& Description, + TFunction OnComplete, + float Timeout) +{ + WaitCondition = Condition; + WaitCallback = OnComplete; + WaitDescription = Description; + WaitElapsed = 0.0f; + WaitTimeout = (Timeout < 0.0f) ? DefaultTimeout : Timeout; + + // Check immediately + if (WaitCondition()) + { + WaitCallback(); + return; + } + + // Set up polling timer + GetWorld()->GetTimerManager().SetTimer( + WaitTimerHandle, + this, + &AGameE2ETestBase::TickWaitCondition, + 0.1f, // Check every 100ms + true + ); +} + +void AGameE2ETestBase::TickWaitCondition() +{ + WaitElapsed += 0.1f; + + if (WaitCondition()) + { + GetWorld()->GetTimerManager().ClearTimer(WaitTimerHandle); + WaitCallback(); + } + else if (WaitElapsed >= WaitTimeout) + { + GetWorld()->GetTimerManager().ClearTimer(WaitTimerHandle); + FinishTest(EFunctionalTestResult::Failed, + FString::Printf(TEXT("Timeout after %.1fs waiting for: %s"), + WaitTimeout, *WaitDescription)); + } +} + +void AGameE2ETestBase::AssertTrue(bool Condition, const FString& Message) +{ + if (!Condition) + { + FinishTest(EFunctionalTestResult::Failed, Message); + } +} + +void AGameE2ETestBase::AssertNearlyEqual( + float Actual, float Expected, + const FString& Message, float Tolerance) +{ + if (!FMath::IsNearlyEqual(Actual, Expected, Tolerance)) + { + FinishTest(EFunctionalTestResult::Failed, + FString::Printf(TEXT("%s: Expected ~%f, got %f"), + *Message, Expected, Actual)); + } +} +``` + +#### ScenarioBuilder + +```cpp +// ScenarioBuilder.h +#pragma once + +#include "CoreMinimal.h" +#include "UObject/NoExportTypes.h" +#include "ScenarioBuilder.generated.h" + +class UGameStateManager; + +/** + * Fluent API for configuring E2E test scenarios. + */ +UCLASS(BlueprintType) +class MYGAMETESTS_API UScenarioBuilder : public UObject +{ + GENERATED_BODY() + +public: + /** Initialize with game state reference. */ + void Initialize(UGameStateManager* InGameState); + + /** + * Load scenario from save file. + * @param FileName Save file name (without path) + */ + UFUNCTION(BlueprintCallable, Category = "Scenario") + UScenarioBuilder* FromSaveFile(const FString& FileName); + + /** + * Set the current turn number. + */ + UFUNCTION(BlueprintCallable, Category = "Scenario") + UScenarioBuilder* OnTurn(int32 TurnNumber); + + /** + * Set the active faction. + */ + UFUNCTION(BlueprintCallable, Category = "Scenario") + UScenarioBuilder* WithActiveFaction(EFaction Faction); + + /** + * Spawn a unit at position. + * @param Faction Unit's faction + * @param Position World position + * @param MovementPoints Starting movement points + */ + UFUNCTION(BlueprintCallable, Category = "Scenario") + UScenarioBuilder* WithUnit(EFaction Faction, FVector Position, + int32 MovementPoints = 6); + + /** + * Set terrain at position. + */ + UFUNCTION(BlueprintCallable, Category = "Scenario") + UScenarioBuilder* WithTerrain(FVector Position, ETerrainType Terrain); + + /** + * Execute all queued setup actions. + * @param OnComplete Called when all actions complete + */ + void Build(TFunction OnComplete); + + /** Clear pending actions without executing. */ + UFUNCTION(BlueprintCallable, Category = "Scenario") + void Reset(); + +private: + UPROPERTY() + UGameStateManager* GameState; + + TArray)>> SetupActions; + + void ExecuteNextAction(int32 Index, TFunction FinalCallback); +}; +``` + +```cpp +// ScenarioBuilder.cpp +#include "ScenarioBuilder.h" +#include "GameStateManager.h" + +void UScenarioBuilder::Initialize(UGameStateManager* InGameState) +{ + GameState = InGameState; + SetupActions.Empty(); +} + +UScenarioBuilder* UScenarioBuilder::FromSaveFile(const FString& FileName) +{ + SetupActions.Add([this, FileName](TFunction Done) { + FString Path = FString::Printf(TEXT("TestData/%s"), *FileName); + GameState->LoadGame(Path, FOnLoadComplete::CreateLambda([Done](bool bSuccess) { + Done(); + })); + }); + return this; +} + +UScenarioBuilder* UScenarioBuilder::OnTurn(int32 TurnNumber) +{ + SetupActions.Add([this, TurnNumber](TFunction Done) { + GameState->SetTurnNumber(TurnNumber); + Done(); + }); + return this; +} + +UScenarioBuilder* UScenarioBuilder::WithActiveFaction(EFaction Faction) +{ + SetupActions.Add([this, Faction](TFunction Done) { + GameState->SetActiveFaction(Faction); + Done(); + }); + return this; +} + +UScenarioBuilder* UScenarioBuilder::WithUnit( + EFaction Faction, FVector Position, int32 MovementPoints) +{ + SetupActions.Add([this, Faction, Position, MovementPoints](TFunction Done) { + AUnit* Unit = GameState->SpawnUnit(Faction, Position); + if (Unit) + { + Unit->SetMovementPoints(MovementPoints); + } + Done(); + }); + return this; +} + +UScenarioBuilder* UScenarioBuilder::WithTerrain( + FVector Position, ETerrainType Terrain) +{ + SetupActions.Add([this, Position, Terrain](TFunction Done) { + GameState->GetMap()->SetTerrain(Position, Terrain); + Done(); + }); + return this; +} + +void UScenarioBuilder::Build(TFunction OnComplete) +{ + if (SetupActions.Num() == 0) + { + OnComplete(); + return; + } + + ExecuteNextAction(0, OnComplete); +} + +void UScenarioBuilder::Reset() +{ + SetupActions.Empty(); +} + +void UScenarioBuilder::ExecuteNextAction( + int32 Index, TFunction FinalCallback) +{ + if (Index >= SetupActions.Num()) + { + SetupActions.Empty(); + FinalCallback(); + return; + } + + SetupActions[Index]([this, Index, FinalCallback]() { + ExecuteNextAction(Index + 1, FinalCallback); + }); +} +``` + +#### InputSimulator + +```cpp +// InputSimulator.h +#pragma once + +#include "CoreMinimal.h" +#include "UObject/NoExportTypes.h" +#include "InputCoreTypes.h" +#include "InputSimulator.generated.h" + +class APlayerController; + +/** + * Simulates player input for E2E tests. + */ +UCLASS(BlueprintType) +class MYGAMETESTS_API UInputSimulator : public UObject +{ + GENERATED_BODY() + +public: + /** + * Click at a world position. + * @param WorldPos Position in world space + * @param OnComplete Called when click completes + */ + void ClickWorldPosition(FVector WorldPos, TFunction OnComplete); + + /** + * Click at screen coordinates. + */ + void ClickScreenPosition(FVector2D ScreenPos, TFunction OnComplete); + + /** + * Click a UI button by name. + * @param ButtonName Name of the button widget + * @param OnComplete Called when click completes + */ + UFUNCTION(BlueprintCallable, Category = "Input") + void ClickButton(const FString& ButtonName, TFunction OnComplete); + + /** + * Press and release a key. + */ + void PressKey(FKey Key, TFunction OnComplete); + + /** + * Trigger an input action. + */ + void TriggerAction(FName ActionName, TFunction OnComplete); + + /** + * Drag from one position to another. + */ + void DragFromTo(FVector From, FVector To, float Duration, + TFunction OnComplete); + + /** Reset all input state. */ + UFUNCTION(BlueprintCallable, Category = "Input") + void Reset(); + +private: + APlayerController* GetPlayerController() const; + void SimulateMouseClick(FVector2D ScreenPos, TFunction OnComplete); +}; +``` + +```cpp +// InputSimulator.cpp +#include "InputSimulator.h" +#include "GameFramework/PlayerController.h" +#include "Blueprint/UserWidget.h" +#include "Components/Button.h" +#include "Blueprint/WidgetBlueprintLibrary.h" +#include "Kismet/GameplayStatics.h" +#include "Engine/World.h" +#include "TimerManager.h" +#include "Framework/Application/SlateApplication.h" + +void UInputSimulator::ClickWorldPosition( + FVector WorldPos, TFunction OnComplete) +{ + APlayerController* PC = GetPlayerController(); + if (!PC) + { + OnComplete(); + return; + } + + FVector2D ScreenPos; + if (PC->ProjectWorldLocationToScreen(WorldPos, ScreenPos, true)) + { + ClickScreenPosition(ScreenPos, OnComplete); + } + else + { + OnComplete(); + } +} + +void UInputSimulator::ClickScreenPosition( + FVector2D ScreenPos, TFunction OnComplete) +{ + SimulateMouseClick(ScreenPos, OnComplete); +} + +void UInputSimulator::ClickButton( + const FString& ButtonName, TFunction OnComplete) +{ + APlayerController* PC = GetPlayerController(); + if (!PC) + { + UE_LOG(LogTemp, Warning, + TEXT("[InputSimulator] No PlayerController found")); + OnComplete(); + return; + } + + // Find button in all widgets + TArray FoundWidgets; + UWidgetBlueprintLibrary::GetAllWidgetsOfClass( + PC->GetWorld(), FoundWidgets, UUserWidget::StaticClass(), false); + + UButton* TargetButton = nullptr; + for (UUserWidget* Widget : FoundWidgets) + { + if (UButton* Button = Cast( + Widget->GetWidgetFromName(FName(*ButtonName)))) + { + TargetButton = Button; + break; + } + } + + if (TargetButton) + { + if (!TargetButton->GetIsEnabled()) + { + UE_LOG(LogTemp, Warning, + TEXT("[InputSimulator] Button '%s' is not enabled"), *ButtonName); + } + + // Simulate click via delegate + TargetButton->OnClicked.Broadcast(); + + // Delay to allow UI to process + FTimerHandle TimerHandle; + PC->GetWorld()->GetTimerManager().SetTimer( + TimerHandle, + [OnComplete]() { OnComplete(); }, + 0.1f, + false + ); + } + else + { + UE_LOG(LogTemp, Warning, + TEXT("[InputSimulator] Button '%s' not found"), *ButtonName); + OnComplete(); + } +} + +void UInputSimulator::PressKey(FKey Key, TFunction OnComplete) +{ + APlayerController* PC = GetPlayerController(); + if (!PC) + { + OnComplete(); + return; + } + + // Simulate key press + FInputKeyEventArgs PressArgs(PC->GetLocalPlayer()->GetControllerId(), + Key, EInputEvent::IE_Pressed, 1.0f, false); + PC->InputKey(PressArgs); + + // Delay then release + FTimerHandle TimerHandle; + PC->GetWorld()->GetTimerManager().SetTimer( + TimerHandle, + [this, PC, Key, OnComplete]() { + FInputKeyEventArgs ReleaseArgs(PC->GetLocalPlayer()->GetControllerId(), + Key, EInputEvent::IE_Released, 0.0f, false); + PC->InputKey(ReleaseArgs); + OnComplete(); + }, + 0.1f, + false + ); +} + +void UInputSimulator::TriggerAction(FName ActionName, TFunction OnComplete) +{ + APlayerController* PC = GetPlayerController(); + if (!PC) + { + OnComplete(); + return; + } + + // For Enhanced Input System + if (UEnhancedInputComponent* EIC = Cast( + PC->InputComponent.Get())) + { + // Trigger the action through the input subsystem + // Implementation depends on your input action setup + } + + OnComplete(); +} + +void UInputSimulator::DragFromTo( + FVector From, FVector To, float Duration, TFunction OnComplete) +{ + APlayerController* PC = GetPlayerController(); + if (!PC) + { + OnComplete(); + return; + } + + FVector2D FromScreen, ToScreen; + PC->ProjectWorldLocationToScreen(From, FromScreen, true); + PC->ProjectWorldLocationToScreen(To, ToScreen, true); + + // Simulate drag start + FSlateApplication::Get().ProcessMouseButtonDownEvent( + nullptr, FPointerEvent( + 0, FromScreen, FromScreen, TSet(), + EKeys::LeftMouseButton, 0, FModifierKeysState() + ) + ); + + // Interpolate drag over duration + float Elapsed = 0.0f; + float Interval = 0.05f; + + FTimerHandle DragTimer; + PC->GetWorld()->GetTimerManager().SetTimer( + DragTimer, + [this, PC, FromScreen, ToScreen, Duration, &Elapsed, Interval, OnComplete, &DragTimer]() { + Elapsed += Interval; + float Alpha = FMath::Clamp(Elapsed / Duration, 0.0f, 1.0f); + FVector2D CurrentPos = FMath::Lerp(FromScreen, ToScreen, Alpha); + + FSlateApplication::Get().ProcessMouseMoveEvent( + FPointerEvent( + 0, CurrentPos, CurrentPos - FVector2D(1, 0), + TSet({EKeys::LeftMouseButton}), + FModifierKeysState() + ) + ); + + if (Alpha >= 1.0f) + { + PC->GetWorld()->GetTimerManager().ClearTimer(DragTimer); + + FSlateApplication::Get().ProcessMouseButtonUpEvent( + FPointerEvent( + 0, ToScreen, ToScreen, TSet(), + EKeys::LeftMouseButton, 0, FModifierKeysState() + ) + ); + + OnComplete(); + } + }, + Interval, + true + ); +} + +void UInputSimulator::Reset() +{ + // Release any held inputs + FSlateApplication::Get().ClearAllUserFocus(); +} + +APlayerController* UInputSimulator::GetPlayerController() const +{ + UWorld* World = GEngine->GetWorldContexts()[0].World(); + return World ? UGameplayStatics::GetPlayerController(World, 0) : nullptr; +} + +void UInputSimulator::SimulateMouseClick( + FVector2D ScreenPos, TFunction OnComplete) +{ + // Press + FSlateApplication::Get().ProcessMouseButtonDownEvent( + nullptr, FPointerEvent( + 0, ScreenPos, ScreenPos, TSet(), + EKeys::LeftMouseButton, 0, FModifierKeysState() + ) + ); + + // Delay then release + UWorld* World = GEngine->GetWorldContexts()[0].World(); + if (World) + { + FTimerHandle TimerHandle; + World->GetTimerManager().SetTimer( + TimerHandle, + [ScreenPos, OnComplete]() { + FSlateApplication::Get().ProcessMouseButtonUpEvent( + FPointerEvent( + 0, ScreenPos, ScreenPos, TSet(), + EKeys::LeftMouseButton, 0, FModifierKeysState() + ) + ); + OnComplete(); + }, + 0.1f, + false + ); + } + else + { + OnComplete(); + } +} +``` + +#### AsyncTestHelpers + +```cpp +// AsyncTestHelpers.h +#pragma once + +#include "CoreMinimal.h" +#include "Misc/AutomationTest.h" + +/** + * Latent command to wait for a condition. + */ +DEFINE_LATENT_AUTOMATION_COMMAND_THREE_PARAMETER( + FWaitUntilCondition, + TFunction, Condition, + FString, Description, + float, Timeout +); + +/** + * Latent command to wait for a value to equal expected. + */ +template +class FWaitForValue : public IAutomationLatentCommand +{ +public: + FWaitForValue(TFunction InGetter, T InExpected, + const FString& InDescription, float InTimeout) + : Getter(InGetter) + , Expected(InExpected) + , Description(InDescription) + , Timeout(InTimeout) + , Elapsed(0.0f) + {} + + virtual bool Update() override + { + Elapsed += FApp::GetDeltaTime(); + + if (Getter() == Expected) + { + return true; + } + + if (Elapsed >= Timeout) + { + UE_LOG(LogTemp, Error, + TEXT("Timeout after %.1fs waiting for: %s"), + Timeout, *Description); + return true; + } + + return false; + } + +private: + TFunction Getter; + T Expected; + FString Description; + float Timeout; + float Elapsed; +}; + +/** + * Latent command to wait for float value within tolerance. + */ +class FWaitForValueApprox : public IAutomationLatentCommand +{ +public: + FWaitForValueApprox(TFunction InGetter, float InExpected, + const FString& InDescription, + float InTolerance = 0.0001f, float InTimeout = 5.0f) + : Getter(InGetter) + , Expected(InExpected) + , Description(InDescription) + , Tolerance(InTolerance) + , Timeout(InTimeout) + , Elapsed(0.0f) + {} + + virtual bool Update() override + { + Elapsed += FApp::GetDeltaTime(); + + if (FMath::IsNearlyEqual(Getter(), Expected, Tolerance)) + { + return true; + } + + if (Elapsed >= Timeout) + { + UE_LOG(LogTemp, Error, + TEXT("Timeout after %.1fs waiting for: %s (expected ~%f, got %f)"), + Timeout, *Description, Expected, Getter()); + return true; + } + + return false; + } + +private: + TFunction Getter; + float Expected; + FString Description; + float Tolerance; + float Timeout; + float Elapsed; +}; + +/** + * Latent command to assert condition never becomes true. + */ +DEFINE_LATENT_AUTOMATION_COMMAND_THREE_PARAMETER( + FAssertNeverTrue, + TFunction, Condition, + FString, Description, + float, Duration +); + +/** Helper macros for E2E tests */ +#define E2E_WAIT_UNTIL(Cond, Desc, Timeout) \ + ADD_LATENT_AUTOMATION_COMMAND(FWaitUntilCondition(Cond, Desc, Timeout)) + +#define E2E_WAIT_FOR_VALUE(Getter, Expected, Desc, Timeout) \ + ADD_LATENT_AUTOMATION_COMMAND(FWaitForValue(Getter, Expected, Desc, Timeout)) + +#define E2E_WAIT_FOR_FLOAT(Getter, Expected, Desc, Tolerance, Timeout) \ + ADD_LATENT_AUTOMATION_COMMAND(FWaitForValueApprox(Getter, Expected, Desc, Tolerance, Timeout)) +``` + +### Example E2E Test + +```cpp +// CombatE2ETests.cpp +#include "GameE2ETestBase.h" +#include "ScenarioBuilder.h" +#include "InputSimulator.h" +#include "AsyncTestHelpers.h" + +/** + * E2E test: Player can attack enemy and deal damage. + */ +UCLASS() +class AE2E_PlayerAttacksEnemy : public AGameE2ETestBase +{ + GENERATED_BODY() + +protected: + virtual void OnGameReady() override + { + // GIVEN: Player and enemy units in combat range + Scenario + ->WithUnit(EFaction::Player, FVector(100, 100, 0), 6) + ->WithUnit(EFaction::Enemy, FVector(200, 100, 0), 6) + ->WithActiveFaction(EFaction::Player) + ->Build([this]() { OnScenarioReady(); }); + } + +private: + void OnScenarioReady() + { + // Store enemy reference and initial health + TArray Enemies = GameState->GetUnits(EFaction::Enemy); + if (Enemies.Num() == 0) + { + FinishTest(EFunctionalTestResult::Failed, TEXT("No enemy found")); + return; + } + + AUnit* Enemy = Enemies[0]; + float InitialHealth = Enemy->GetHealth(); + + // WHEN: Player selects unit and attacks + InputSim->ClickWorldPosition(FVector(100, 100, 0), [this]() { + WaitUntil( + [this]() { return GameState->GetSelectedUnit() != nullptr; }, + TEXT("Unit should be selected"), + [this, Enemy, InitialHealth]() { PerformAttack(Enemy, InitialHealth); } + ); + }); + } + + void PerformAttack(AUnit* Enemy, float InitialHealth) + { + // Click on enemy to attack + InputSim->ClickWorldPosition(Enemy->GetActorLocation(), [this, Enemy, InitialHealth]() { + // THEN: Enemy takes damage + WaitUntil( + [Enemy, InitialHealth]() { return Enemy->GetHealth() < InitialHealth; }, + TEXT("Enemy should take damage"), + [this]() { + FinishTest(EFunctionalTestResult::Succeeded, + TEXT("Player successfully attacked enemy")); + } + ); + }); + } +}; + +/** + * E2E test: Full turn cycle completes correctly. + */ +UCLASS() +class AE2E_TurnCycleCompletes : public AGameE2ETestBase +{ + GENERATED_BODY() + +protected: + int32 StartingTurn; + + virtual void OnGameReady() override + { + // GIVEN: Game in progress + Scenario + ->OnTurn(1) + ->WithActiveFaction(EFaction::Player) + ->Build([this]() { OnScenarioReady(); }); + } + +private: + void OnScenarioReady() + { + StartingTurn = GameState->GetTurnNumber(); + + // WHEN: Player ends turn + InputSim->ClickButton(TEXT("EndTurnButton"), [this]() { + WaitUntil( + [this]() { + return GameState->GetActiveFaction() == EFaction::Enemy; + }, + TEXT("Should switch to enemy turn"), + [this]() { WaitForPlayerTurnReturn(); } + ); + }); + } + + void WaitForPlayerTurnReturn() + { + // Wait for AI turn to complete + WaitUntil( + [this]() { + return GameState->GetActiveFaction() == EFaction::Player; + }, + TEXT("Should return to player turn"), + [this]() { VerifyTurnIncremented(); }, + 30.0f // AI might take a while + ); + } + + void VerifyTurnIncremented() + { + // THEN: Turn number incremented + int32 CurrentTurn = GameState->GetTurnNumber(); + if (CurrentTurn == StartingTurn + 1) + { + FinishTest(EFunctionalTestResult::Succeeded, + TEXT("Turn cycle completed successfully")); + } + else + { + FinishTest(EFunctionalTestResult::Failed, + FString::Printf(TEXT("Expected turn %d, got %d"), + StartingTurn + 1, CurrentTurn)); + } + } +}; +``` + +### Running E2E Tests + +```bash +# Run all E2E tests +UnrealEditor-Cmd.exe MyGame.uproject \ + -ExecCmds="Automation RunTests MyGame.E2E" \ + -unattended -nopause -nullrhi + +# Run specific E2E test +UnrealEditor-Cmd.exe MyGame.uproject \ + -ExecCmds="Automation RunTests MyGame.E2E.Combat.PlayerAttacksEnemy" \ + -unattended -nopause + +# Run with detailed logging +UnrealEditor-Cmd.exe MyGame.uproject \ + -ExecCmds="Automation RunTests MyGame.E2E" \ + -unattended -nopause -log=E2ETests.log +``` + +### Quick E2E Checklist for Unreal + +- [ ] Create `GameE2ETestBase` class extending `AFunctionalTest` +- [ ] Implement `ScenarioBuilder` for your game's domain +- [ ] Create `InputSimulator` wrapping Slate input system +- [ ] Add `AsyncTestHelpers` with latent commands +- [ ] Create dedicated E2E test maps with spawn points +- [ ] Organize E2E tests under `Source/MyGameTests/Private/E2E/` +- [ ] Configure separate CI job for E2E suite with extended timeout +- [ ] Use Gauntlet for extended E2E scenarios if needed diff --git a/src/modules/bmgd/gametest/qa-index.csv b/src/modules/bmgd/gametest/qa-index.csv index af026afd..05b3ba79 100644 --- a/src/modules/bmgd/gametest/qa-index.csv +++ b/src/modules/bmgd/gametest/qa-index.csv @@ -14,4 +14,5 @@ input-testing,Input Testing,"Controller, keyboard, and touch input validation"," localization-testing,Localization Testing,"Text, audio, and cultural validation for international releases","localization,i18n,text",knowledge/localization-testing.md certification-testing,Platform Certification,"Console TRC/XR requirements and certification testing","certification,console,trc,xr",knowledge/certification-testing.md smoke-testing,Smoke Testing,"Critical path validation for build verification","smoke-tests,bvt,ci",knowledge/smoke-testing.md -test-priorities,Test Priorities Matrix,"P0-P3 criteria, coverage targets, execution ordering for games","prioritization,risk,coverage",knowledge/test-priorities.md \ No newline at end of file +test-priorities,Test Priorities Matrix,"P0-P3 criteria, coverage targets, execution ordering for games","prioritization,risk,coverage",knowledge/test-priorities.md +e2e-testing,End-to-End Testing,"Complete player journey testing with infrastructure patterns and async utilities","e2e,integration,player-journeys,scenarios,infrastructure",knowledge/e2e-testing.md diff --git a/src/modules/bmgd/workflows/gametest/automate/instructions.md b/src/modules/bmgd/workflows/gametest/automate/instructions.md index 2af2e4fe..8fb1615c 100644 --- a/src/modules/bmgd/workflows/gametest/automate/instructions.md +++ b/src/modules/bmgd/workflows/gametest/automate/instructions.md @@ -209,6 +209,87 @@ func test_{feature}_integration(): # Cleanup scene.queue_free() ``` +### E2E Journey Tests + +**Knowledge Base Reference**: `knowledge/e2e-testing.md` +```csharp +public class {Feature}E2ETests : GameE2ETestFixture +{ + [UnityTest] + public IEnumerator {JourneyName}_Succeeds() + { + // GIVEN + yield return Scenario + .{SetupMethod1}() + .{SetupMethod2}() + .Build(); + + // WHEN + yield return Input.{Action1}(); + yield return AsyncAssert.WaitUntil( + () => {Condition1}, "{Description1}"); + yield return Input.{Action2}(); + + // THEN + yield return AsyncAssert.WaitUntil( + () => {FinalCondition}, "{FinalDescription}"); + Assert.{Assertion}({expected}, {actual}); + } +} +``` + + +## Step 3.5: Generate E2E Infrastructure + +Before generating E2E tests, scaffold the required infrastructure. + +### Infrastructure Checklist + +1. **Test Fixture Base Class** + - Scene loading/unloading + - Game ready state waiting + - Common service access + - Cleanup guarantees + +2. **Scenario Builder** + - Fluent API for game state configuration + - Domain-specific methods (e.g., `WithUnit`, `OnTurn`) + - Yields for state propagation + +3. **Input Simulator** + - Click/drag abstractions + - Button press simulation + - Keyboard input queuing + +4. **Async Assertions** + - `WaitUntil` with timeout and message + - `WaitForEvent` for event-driven flows + - `WaitForState` for state machine transitions + +### Generation Template +```csharp +// GameE2ETestFixture.cs +public abstract class GameE2ETestFixture +{ + protected {GameStateClass} GameState; + protected {InputSimulatorClass} Input; + protected {ScenarioBuilderClass} Scenario; + + [UnitySetUp] + public IEnumerator BaseSetUp() + { + yield return LoadScene("{main_scene}"); + GameState = Object.FindFirstObjectByType<{GameStateClass}>(); + Input = new {InputSimulatorClass}(); + Scenario = new {ScenarioBuilderClass}(GameState); + yield return WaitForReady(); + } + + // ... (fill from e2e-testing.md patterns) +} +``` + +**After scaffolding infrastructure, proceed to generate actual E2E tests.** --- diff --git a/src/modules/bmgd/workflows/gametest/e2e-scaffold/checklist.md b/src/modules/bmgd/workflows/gametest/e2e-scaffold/checklist.md new file mode 100644 index 00000000..58a510d2 --- /dev/null +++ b/src/modules/bmgd/workflows/gametest/e2e-scaffold/checklist.md @@ -0,0 +1,95 @@ +# E2E Infrastructure Scaffold Checklist + +## Preflight Validation + +- [ ] Test framework already initialized (`Tests/` directory exists with proper structure) +- [ ] Game state manager class identified +- [ ] Main gameplay scene identified and loads without errors +- [ ] No existing E2E infrastructure conflicts + +## Architecture Analysis + +- [ ] Game engine correctly detected +- [ ] Engine version identified +- [ ] Input system type determined (New Input System, Legacy, Custom) +- [ ] Game state manager class located +- [ ] Ready/initialized state property identified +- [ ] Key domain entities catalogued for ScenarioBuilder + +## Generated Files + +### Directory Structure +- [ ] `Tests/PlayMode/E2E/` directory created +- [ ] `Tests/PlayMode/E2E/Infrastructure/` directory created +- [ ] `Tests/PlayMode/E2E/Scenarios/` directory created +- [ ] `Tests/PlayMode/E2E/TestData/` directory created + +### Infrastructure Files +- [ ] `E2E.asmdef` created with correct assembly references +- [ ] `GameE2ETestFixture.cs` created with correct class references +- [ ] `ScenarioBuilder.cs` created with at least placeholder methods +- [ ] `InputSimulator.cs` created matching detected input system +- [ ] `AsyncAssert.cs` created with core assertion methods + +### Example and Documentation +- [ ] `ExampleE2ETest.cs` created with working infrastructure test +- [ ] `README.md` created with usage documentation + +## Code Quality + +### GameE2ETestFixture +- [ ] Correct namespace applied +- [ ] Correct `GameStateClass` reference +- [ ] Correct `SceneName` default +- [ ] `WaitForGameReady` uses correct ready property +- [ ] `UnitySetUp` and `UnityTearDown` properly structured +- [ ] Virtual methods for derived class customization + +### ScenarioBuilder +- [ ] Fluent API pattern correctly implemented +- [ ] `Build()` executes all queued actions +- [ ] At least one domain-specific method added (or clear TODOs) +- [ ] `FromSaveFile` method scaffolded + +### InputSimulator +- [ ] Matches detected input system (New vs Legacy) +- [ ] Mouse click simulation works +- [ ] Button click by name works +- [ ] Keyboard input scaffolded +- [ ] `Reset()` method cleans up state + +### AsyncAssert +- [ ] `WaitUntil` includes timeout and descriptive failure +- [ ] `WaitForValue` provides current vs expected in failure +- [ ] `AssertNeverTrue` for negative assertions +- [ ] Frame/physics wait utilities included + +## Assembly Definition + +- [ ] References main game assembly +- [ ] References Unity.InputSystem (if applicable) +- [ ] `overrideReferences` set to true +- [ ] `precompiledReferences` includes nunit.framework.dll +- [ ] `precompiledReferences` includes UnityEngine.TestRunner.dll +- [ ] `precompiledReferences` includes UnityEditor.TestRunner.dll +- [ ] `UNITY_INCLUDE_TESTS` define constraint set + +## Verification + +- [ ] Project compiles without errors after scaffold +- [ ] `ExampleE2ETests.Infrastructure_GameLoadsAndReachesReadyState` passes +- [ ] Test appears in Test Runner under PlayMode → E2E category + +## Documentation Quality + +- [ ] README explains all infrastructure components +- [ ] Quick start example is copy-pasteable +- [ ] Extension instructions are clear +- [ ] Troubleshooting table addresses common issues + +## Handoff + +- [ ] Summary output provided with all configuration values +- [ ] Next steps clearly listed +- [ ] Customization requirements highlighted +- [ ] Knowledge fragments referenced diff --git a/src/modules/bmgd/workflows/gametest/e2e-scaffold/instructions.md b/src/modules/bmgd/workflows/gametest/e2e-scaffold/instructions.md new file mode 100644 index 00000000..42b99840 --- /dev/null +++ b/src/modules/bmgd/workflows/gametest/e2e-scaffold/instructions.md @@ -0,0 +1,1137 @@ + + +# E2E Test Infrastructure Scaffold + +**Workflow ID**: `_bmad/bmgd/gametest/e2e-scaffold` +**Version**: 1.0 (BMad v6) + +--- + +## Overview + +Scaffold complete E2E testing infrastructure for an existing game project. This workflow creates the foundation required for reliable, maintainable end-to-end tests: test fixtures, scenario builders, input simulators, and async assertion utilities — all tailored to the project's specific architecture. + +E2E tests validate complete player journeys. Without proper infrastructure, they become brittle nightmares. This workflow prevents that. + +--- + +## Preflight Requirements + +**Critical:** Verify these requirements before proceeding. If any fail, HALT and guide the user. + +- ✅ Test framework already initialized (run `test-framework` workflow first) +- ✅ Game has identifiable state manager class +- ✅ Main gameplay scene exists and is functional +- ✅ No existing E2E infrastructure (check for `Tests/PlayMode/E2E/`) + +**Knowledge Base:** Load `knowledge/e2e-testing.md` before proceeding. + +--- + +## Step 1: Analyze Game Architecture + +### 1.1 Detect Game Engine + +Identify engine type by checking for: + +- **Unity**: `Assets/`, `ProjectSettings/`, `*.unity` scenes +- **Unreal**: `*.uproject`, `Source/`, `Config/DefaultEngine.ini` +- **Godot**: `project.godot`, `*.tscn`, `*.gd` files + +Load the appropriate engine-specific knowledge fragment: +- Unity: `knowledge/unity-testing.md` +- Unreal: `knowledge/unreal-testing.md` +- Godot: `knowledge/godot-testing.md` + +### 1.2 Identify Core Systems + +Locate and document: + +1. **Game State Manager** + - Primary class that holds game state + - Look for: `GameManager`, `GameStateManager`, `GameController`, `GameMode` + - Note: initialization method, ready state property, save/load methods + +2. **Input Handling** + - Unity: New Input System (`InputSystem` package) vs Legacy (`Input.GetKey`) + - Unreal: Enhanced Input vs Legacy + - Godot: Built-in Input singleton + - Custom input abstraction layer + +3. **Event/Messaging System** + - Event bus pattern + - C# events/delegates + - UnityEvents + - Signals (Godot) + +4. **Scene Structure** + - Main gameplay scene name + - Scene loading approach (additive, single) + - Bootstrap/initialization flow + +### 1.3 Identify Domain Concepts + +For the ScenarioBuilder, identify: + +- **Primary Entities**: Units, players, items, enemies, etc. +- **State Machine States**: Turn phases, game modes, player states +- **Spatial System**: Grid/hex positions, world coordinates, regions +- **Resources**: Currency, health, mana, ammunition, etc. + +### 1.4 Check Existing Test Structure + +``` +Expected structure after test-framework workflow: +Tests/ +├── EditMode/ +│ └── ... (unit tests) +└── PlayMode/ + └── ... (integration tests) +``` + +If `Tests/PlayMode/E2E/` already exists, HALT and ask user how to proceed. + +--- + +## Step 2: Generate Infrastructure + +### 2.1 Create Directory Structure + +``` +Tests/PlayMode/E2E/ +├── E2E.asmdef +├── Infrastructure/ +│ ├── GameE2ETestFixture.cs +│ ├── ScenarioBuilder.cs +│ ├── InputSimulator.cs +│ └── AsyncAssert.cs +├── Scenarios/ +│ └── (empty - user will add tests here) +├── TestData/ +│ └── (empty - user will add fixtures here) +└── README.md +``` + +### 2.2 Generate Assembly Definition + +**Unity: `E2E.asmdef`** + +```json +{ + "name": "E2E", + "rootNamespace": "{ProjectNamespace}.Tests.E2E", + "references": [ + "{GameAssemblyName}", + "Unity.InputSystem", + "Unity.InputSystem.TestFramework" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": true, + "precompiledReferences": [ + "nunit.framework.dll", + "UnityEngine.TestRunner.dll", + "UnityEditor.TestRunner.dll" + ], + "autoReferenced": false, + "defineConstraints": [ + "UNITY_INCLUDE_TESTS" + ], + "versionDefines": [], + "noEngineReferences": false +} +``` + +**Notes:** +- Replace `{ProjectNamespace}` with detected project namespace +- Replace `{GameAssemblyName}` with main game assembly +- Include `Unity.InputSystem` references only if Input System package detected + +### 2.3 Generate GameE2ETestFixture + +This is the base class all E2E tests inherit from. + +**Unity Template:** + +```csharp +using System.Collections; +using NUnit.Framework; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.TestTools; + +namespace {Namespace}.Tests.E2E +{ + /// + /// Base fixture for all E2E tests. Handles scene loading, game initialization, + /// and provides access to core test utilities. + /// + public abstract class GameE2ETestFixture + { + /// + /// Override to specify a different scene for specific test classes. + /// + protected virtual string SceneName => "{MainSceneName}"; + + /// + /// Primary game state manager reference. + /// + protected {GameStateClass} GameState { get; private set; } + + /// + /// Input simulation utility. + /// + protected InputSimulator Input { get; private set; } + + /// + /// Scenario configuration builder. + /// + protected ScenarioBuilder Scenario { get; private set; } + + [UnitySetUp] + public IEnumerator BaseSetUp() + { + // Load the game scene + yield return SceneManager.LoadSceneAsync(SceneName); + yield return null; // Wait one frame for Awake/Start + + // Get core references + GameState = Object.FindFirstObjectByType<{GameStateClass}>(); + Assert.IsNotNull(GameState, + $"{nameof({GameStateClass})} not found in scene '{SceneName}'"); + + // Initialize test utilities + Input = new InputSimulator(); + Scenario = new ScenarioBuilder(GameState); + + // Wait for game to reach ready state + yield return WaitForGameReady(); + + // Call derived class setup + yield return SetUp(); + } + + [UnityTearDown] + public IEnumerator BaseTearDown() + { + // Call derived class teardown first + yield return TearDown(); + + // Reset input state + Input?.Reset(); + + // Clear references + GameState = null; + Input = null; + Scenario = null; + } + + /// + /// Override for test-class-specific setup. Called after scene loads and game is ready. + /// + protected virtual IEnumerator SetUp() + { + yield return null; + } + + /// + /// Override for test-class-specific teardown. Called before base cleanup. + /// + protected virtual IEnumerator TearDown() + { + yield return null; + } + + /// + /// Waits until the game reaches a playable state. + /// + protected virtual IEnumerator WaitForGameReady(float timeout = 10f) + { + yield return AsyncAssert.WaitUntil( + () => GameState != null && GameState.{IsReadyProperty}, + "Game to reach ready state", + timeout); + } + + /// + /// Captures screenshot on test failure for debugging. + /// + protected IEnumerator CaptureFailureScreenshot() + { + if (TestContext.CurrentContext.Result.Outcome.Status == + NUnit.Framework.Interfaces.TestStatus.Failed) + { + var texture = ScreenCapture.CaptureScreenshotAsTexture(); + var bytes = texture.EncodeToPNG(); + var testName = TestContext.CurrentContext.Test.Name; + var path = $"TestResults/E2E_Failure_{testName}_{System.DateTime.Now:yyyyMMdd_HHmmss}.png"; + + System.IO.Directory.CreateDirectory("TestResults"); + System.IO.File.WriteAllBytes(path, bytes); + Debug.Log($"[E2E] Failure screenshot saved: {path}"); + + Object.Destroy(texture); + } + yield return null; + } + } +} +``` + +**Customization Points:** +- `{Namespace}`: Project namespace (e.g., `AugustStorm`) +- `{MainSceneName}`: Detected main gameplay scene +- `{GameStateClass}`: Identified game state manager class +- `{IsReadyProperty}`: Property indicating game is initialized (e.g., `IsReady`, `IsInitialized`) + +### 2.4 Generate ScenarioBuilder + +Fluent API for configuring test scenarios. This must be customized to the game's domain. + +**Unity Template:** + +```csharp +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace {Namespace}.Tests.E2E +{ + /// + /// Fluent builder for configuring E2E test scenarios. + /// Add domain-specific methods as needed for your game. + /// + public class ScenarioBuilder + { + private readonly {GameStateClass} _gameState; + private readonly List> _setupActions = new(); + + public ScenarioBuilder({GameStateClass} gameState) + { + _gameState = gameState; + } + + #region State Configuration + + /// + /// Load a pre-configured scenario from a save file. + /// + public ScenarioBuilder FromSaveFile(string fileName) + { + _setupActions.Add(() => LoadSaveFile(fileName)); + return this; + } + + // TODO: Add domain-specific configuration methods + // Examples for a turn-based strategy game: + // + // public ScenarioBuilder WithUnit(Faction faction, Hex position, int mp = 6) + // { + // _setupActions.Add(() => SpawnUnit(faction, position, mp)); + // return this; + // } + // + // public ScenarioBuilder OnTurn(int turnNumber) + // { + // _setupActions.Add(() => SetTurn(turnNumber)); + // return this; + // } + // + // public ScenarioBuilder WithActiveFaction(Faction faction) + // { + // _setupActions.Add(() => SetActiveFaction(faction)); + // return this; + // } + + #endregion + + #region Execution + + /// + /// Execute all configured setup actions. + /// + public IEnumerator Build() + { + foreach (var action in _setupActions) + { + yield return action(); + yield return null; // Allow state to propagate + } + _setupActions.Clear(); + } + + /// + /// Clear pending actions without executing. + /// + public void Reset() + { + _setupActions.Clear(); + } + + #endregion + + #region Private Implementation + + private IEnumerator LoadSaveFile(string fileName) + { + var path = $"TestData/{fileName}"; + // TODO: Implement save loading based on your save system + // yield return _gameState.LoadGame(path); + Debug.Log($"[ScenarioBuilder] Loading scenario from: {path}"); + yield return null; + } + + // TODO: Implement domain-specific setup methods + // private IEnumerator SpawnUnit(Faction faction, Hex position, int mp) + // { + // var unit = _gameState.SpawnUnit(faction, position); + // unit.MovementPoints = mp; + // yield return null; + // } + + #endregion + } +} +``` + +**Note to Agent:** After generating the template, analyze the game's domain model and add 3-5 concrete configuration methods based on identified entities (Step 1.3). + +### 2.5 Generate InputSimulator + +Abstract player input for deterministic testing. + +**Unity Template (New Input System):** + +```csharp +using System.Collections; +using UnityEngine; +using UnityEngine.InputSystem; +using UnityEngine.InputSystem.LowLevel; + +namespace {Namespace}.Tests.E2E +{ + /// + /// Simulates player input for E2E tests. + /// + public class InputSimulator + { + private Mouse _mouse; + private Keyboard _keyboard; + private Camera _camera; + + public InputSimulator() + { + _mouse = Mouse.current ?? InputSystem.AddDevice(); + _keyboard = Keyboard.current ?? InputSystem.AddDevice(); + _camera = Camera.main; + } + + #region Mouse Input + + /// + /// Click at a world position. + /// + public IEnumerator ClickWorldPosition(Vector3 worldPos) + { + var screenPos = _camera.WorldToScreenPoint(worldPos); + yield return ClickScreenPosition(new Vector2(screenPos.x, screenPos.y)); + } + + /// + /// Click at a screen position. + /// + public IEnumerator ClickScreenPosition(Vector2 screenPos) + { + // Move mouse to position + InputState.Change(_mouse.position, screenPos); + yield return null; + + // Press + using (StateEvent.From(_mouse, out var eventPtr)) + { + _mouse.CopyState(eventPtr); + _mouse.leftButton.WriteValueIntoEvent(1f, eventPtr); + InputSystem.QueueEvent(eventPtr); + } + yield return null; + + // Release + using (StateEvent.From(_mouse, out var eventPtr)) + { + _mouse.CopyState(eventPtr); + _mouse.leftButton.WriteValueIntoEvent(0f, eventPtr); + InputSystem.QueueEvent(eventPtr); + } + yield return null; + } + + /// + /// Click a UI button by name. + /// + public IEnumerator ClickButton(string buttonName) + { + var button = GameObject.Find(buttonName)? + .GetComponent(); + + if (button == null) + { + // Search in inactive objects within loaded scenes only + var buttons = Object.FindObjectsByType( + FindObjectsInactive.Include, FindObjectsSortMode.None); + foreach (var b in buttons) + { + if (b.name == buttonName && b.gameObject.scene.isLoaded) + { + button = b; + break; + } + } + } + + UnityEngine.Assertions.Assert.IsNotNull(button, + $"Button '{buttonName}' not found in active scenes"); + + if (!button.interactable) + { + Debug.LogWarning($"[InputSimulator] Button '{buttonName}' is not interactable"); + } + + button.onClick.Invoke(); + yield return null; + } + + /// + /// Drag from one world position to another. + /// + public IEnumerator DragFromTo(Vector3 from, Vector3 to, float duration = 0.3f) + { + var fromScreen = (Vector2)_camera.WorldToScreenPoint(from); + var toScreen = (Vector2)_camera.WorldToScreenPoint(to); + + // Move to start + InputState.Change(_mouse.position, fromScreen); + yield return null; + + // Press + using (StateEvent.From(_mouse, out var eventPtr)) + { + _mouse.CopyState(eventPtr); + _mouse.leftButton.WriteValueIntoEvent(1f, eventPtr); + InputSystem.QueueEvent(eventPtr); + } + yield return null; + + // Drag + var elapsed = 0f; + while (elapsed < duration) + { + var t = elapsed / duration; + var pos = Vector2.Lerp(fromScreen, toScreen, t); + InputState.Change(_mouse.position, pos); + yield return null; + elapsed += Time.deltaTime; + } + + // Release at destination + InputState.Change(_mouse.position, toScreen); + using (StateEvent.From(_mouse, out var eventPtr)) + { + _mouse.CopyState(eventPtr); + _mouse.leftButton.WriteValueIntoEvent(0f, eventPtr); + InputSystem.QueueEvent(eventPtr); + } + yield return null; + } + + #endregion + + #region Keyboard Input + + /// + /// Press and release a key. + /// + public IEnumerator PressKey(Key key) + { + var control = _keyboard[key]; + using (StateEvent.From(_keyboard, out var eventPtr)) + { + control.WriteValueIntoEvent(1f, eventPtr); + InputSystem.QueueEvent(eventPtr); + } + yield return null; + + using (StateEvent.From(_keyboard, out var eventPtr)) + { + control.WriteValueIntoEvent(0f, eventPtr); + InputSystem.QueueEvent(eventPtr); + } + yield return null; + } + + /// + /// Hold a key for a duration. + /// + public IEnumerator HoldKey(Key key, float duration) + { + var control = _keyboard[key]; + using (StateEvent.From(_keyboard, out var eventPtr)) + { + control.WriteValueIntoEvent(1f, eventPtr); + InputSystem.QueueEvent(eventPtr); + } + + yield return new WaitForSeconds(duration); + + using (StateEvent.From(_keyboard, out var eventPtr)) + { + control.WriteValueIntoEvent(0f, eventPtr); + InputSystem.QueueEvent(eventPtr); + } + yield return null; + } + + #endregion + + #region Utility + + /// + /// Reset all input state. + /// + public void Reset() + { + if (_mouse != null) + { + InputState.Change(_mouse, new MouseState()); + } + if (_keyboard != null) + { + InputState.Change(_keyboard, new KeyboardState()); + } + } + + /// + /// Update camera reference (call after scene load if needed). + /// + public void RefreshCamera() + { + _camera = Camera.main; + } + + #endregion + } +} +``` + +**Unity Template (Legacy Input):** + +If legacy input system detected, generate a simpler version using `Input.mousePosition` simulation or UI event triggering. + +### 2.6 Generate AsyncAssert + +Wait-for-condition assertions with meaningful failure messages. + +**Unity Template:** + +```csharp +using System; +using System.Collections; +using NUnit.Framework; +using UnityEngine; + +namespace {Namespace}.Tests.E2E +{ + /// + /// Async assertion utilities for E2E tests. + /// + public static class AsyncAssert + { + /// + /// Wait until condition is true, or fail with message after timeout. + /// + /// Condition to wait for + /// Human-readable description of what we're waiting for + /// Maximum seconds to wait + public static IEnumerator WaitUntil( + Func condition, + string description, + float timeout = 5f) + { + var elapsed = 0f; + while (!condition() && elapsed < timeout) + { + yield return null; + elapsed += Time.deltaTime; + } + + Assert.IsTrue(condition(), + $"Timeout after {timeout:F1}s waiting for: {description}"); + } + + /// + /// Wait until condition is true, with periodic debug logging. + /// + public static IEnumerator WaitUntilVerbose( + Func condition, + string description, + float timeout = 5f, + float logInterval = 1f) + { + var elapsed = 0f; + var lastLog = 0f; + + while (!condition() && elapsed < timeout) + { + if (elapsed - lastLog >= logInterval) + { + Debug.Log($"[E2E] Waiting for: {description} ({elapsed:F1}s elapsed)"); + lastLog = elapsed; + } + yield return null; + elapsed += Time.deltaTime; + } + + if (condition()) + { + Debug.Log($"[E2E] Condition met: {description} (after {elapsed:F1}s)"); + } + + Assert.IsTrue(condition(), + $"Timeout after {timeout:F1}s waiting for: {description}"); + } + + /// + /// Wait for a value to equal expected. + /// Note: For floating-point comparisons, use WaitForValueApprox instead + /// to handle precision issues. This method uses exact equality. + /// + public static IEnumerator WaitForValue( + Func getter, + T expected, + string description, + float timeout = 5f) where T : IEquatable + { + yield return WaitUntil( + () => expected.Equals(getter()), + $"{description} to equal '{expected}' (current: '{getter()}')", + timeout); + } + + /// + /// Wait for a float value within tolerance (handles floating-point precision). + /// + public static IEnumerator WaitForValueApprox( + Func getter, + float expected, + string description, + float tolerance = 0.0001f, + float timeout = 5f) + { + yield return WaitUntil( + () => Mathf.Abs(expected - getter()) < tolerance, + $"{description} to equal ~{expected} ±{tolerance} (current: {getter()})", + timeout); + } + + /// + /// Wait for a double value within tolerance (handles floating-point precision). + /// + public static IEnumerator WaitForValueApprox( + Func getter, + double expected, + string description, + double tolerance = 0.0001, + float timeout = 5f) + { + yield return WaitUntil( + () => Math.Abs(expected - getter()) < tolerance, + $"{description} to equal ~{expected} ±{tolerance} (current: {getter()})", + timeout); + } + + /// + /// Wait for a value to not equal a specific value. + /// + public static IEnumerator WaitForValueNot( + Func getter, + T notExpected, + string description, + float timeout = 5f) where T : IEquatable + { + yield return WaitUntil( + () => !notExpected.Equals(getter()), + $"{description} to change from '{notExpected}'", + timeout); + } + + /// + /// Wait for a reference to become non-null. + /// + public static IEnumerator WaitForNotNull( + Func getter, + string description, + float timeout = 5f) where T : class + { + yield return WaitUntil( + () => getter() != null, + $"{description} to exist (not null)", + timeout); + } + + /// + /// Wait for a Unity Object to exist (handles Unity's fake null). + /// + public static IEnumerator WaitForUnityObject( + Func getter, + string description, + float timeout = 5f) where T : UnityEngine.Object + { + yield return WaitUntil( + () => getter() != null, // Unity overloads == for destroyed objects + $"{description} to exist", + timeout); + } + + /// + /// Assert that a condition does NOT become true within a time window. + /// Useful for testing that something doesn't happen. + /// + public static IEnumerator AssertNeverTrue( + Func condition, + string description, + float duration = 1f) + { + var elapsed = 0f; + while (elapsed < duration) + { + Assert.IsFalse(condition(), + $"Condition unexpectedly became true: {description}"); + yield return null; + elapsed += Time.deltaTime; + } + } + + /// + /// Wait for a specific number of frames. + /// Use sparingly - prefer WaitUntil with conditions. + /// + public static IEnumerator WaitFrames(int frameCount) + { + for (int i = 0; i < frameCount; i++) + { + yield return null; + } + } + + /// + /// Wait for physics to settle (multiple FixedUpdates). + /// + public static IEnumerator WaitForPhysics(int fixedUpdateCount = 3) + { + for (int i = 0; i < fixedUpdateCount; i++) + { + yield return new WaitForFixedUpdate(); + } + } + } +} +``` + +--- + +## Step 3: Generate Example Test + +Create a working E2E test that exercises the infrastructure and proves it works. + +**Unity Template:** + +```csharp +using System.Collections; +using NUnit.Framework; +using UnityEngine; +using UnityEngine.TestTools; + +namespace {Namespace}.Tests.E2E +{ + /// + /// Example E2E tests demonstrating infrastructure usage. + /// Delete or modify these once you've verified the setup works. + /// + [Category("E2E")] + public class ExampleE2ETests : GameE2ETestFixture + { + [UnityTest] + public IEnumerator Infrastructure_GameLoadsAndReachesReadyState() + { + // This test verifies the E2E infrastructure is working correctly. + // If this test passes, your infrastructure is properly configured. + + // The base fixture already loaded the scene and waited for ready, + // so if we get here, everything worked. + + Assert.IsNotNull(GameState, "GameState should be available"); + Assert.IsNotNull(Input, "InputSimulator should be available"); + Assert.IsNotNull(Scenario, "ScenarioBuilder should be available"); + + // Verify game is actually ready + // NOTE: {IsReadyProperty} is a template placeholder. Replace it with your + // game's actual ready-state property (e.g., IsReady, IsInitialized, HasLoaded). + yield return AsyncAssert.WaitUntil( + () => GameState.{IsReadyProperty}, + "Game should be in ready state"); + + Debug.Log("[E2E] Infrastructure test passed - E2E framework is working!"); + } + + [UnityTest] + public IEnumerator Infrastructure_InputSimulatorCanClickButtons() + { + // Test that input simulation works + // Modify this to click an actual button in your game + + // Example: Click a button that should exist in your main scene + // yield return Input.ClickButton("SomeButtonName"); + // yield return AsyncAssert.WaitUntil( + // () => /* button click result */, + // "Button click should have effect"); + + Debug.Log("[E2E] Input simulation test - customize with your UI elements"); + yield return null; + } + + [UnityTest] + public IEnumerator Infrastructure_ScenarioBuilderCanConfigureState() + { + // Test that scenario builder works + // Modify this to use your domain-specific setup methods + + // Example: + // yield return Scenario + // .WithUnit(Faction.Player, new Hex(3, 3)) + // .OnTurn(1) + // .Build(); + // + // Assert.AreEqual(1, GameState.TurnNumber); + + Debug.Log("[E2E] Scenario builder test - customize with your domain methods"); + yield return Scenario.Build(); // Execute empty builder (no-op) + } + } +} +``` + +--- + +## Step 4: Generate Documentation + +Create a README explaining how to use the E2E infrastructure. + +**Template: `Tests/PlayMode/E2E/README.md`** + +```markdown +# E2E Testing Infrastructure + +End-to-end tests that validate complete player journeys through the game. + +## Quick Start + +1. Create a new test class inheriting from `GameE2ETestFixture` +2. Use `Scenario` to configure game state +3. Use `Input` to simulate player actions +4. Use `AsyncAssert` to wait for and verify outcomes + +## Example Test + +```csharp +[UnityTest] +public IEnumerator Player_CanCompleteBasicAction() +{ + // GIVEN: Configured scenario + yield return Scenario + .WithSomeSetup() + .Build(); + + // WHEN: Player takes action + yield return Input.ClickButton("ActionButton"); + + // THEN: Expected outcome occurs + yield return AsyncAssert.WaitUntil( + () => GameState.ActionCompleted, + "Action should complete"); +} +``` + +## Infrastructure Components + +### GameE2ETestFixture + +Base class for all E2E tests. Provides: +- Automatic scene loading and cleanup +- Access to `GameState`, `Input`, and `Scenario` +- Override `SetUp()` and `TearDown()` for test-specific setup + +### ScenarioBuilder + +Fluent API for configuring test scenarios. Extend with domain-specific methods: + +```csharp +// In ScenarioBuilder.cs, add methods like: +public ScenarioBuilder WithPlayer(Vector3 position) +{ + _setupActions.Add(() => SpawnPlayer(position)); + return this; +} +``` + +### InputSimulator + +Simulates player input: +- `ClickWorldPosition(Vector3)` - Click in 3D space +- `ClickScreenPosition(Vector2)` - Click at screen coordinates +- `ClickButton(string)` - Click UI button by name +- `DragFromTo(Vector3, Vector3)` - Drag gesture +- `PressKey(Key)` - Keyboard input + +### AsyncAssert + +Async assertions with timeouts: +- `WaitUntil(condition, description, timeout)` - Wait for condition +- `WaitForValue(getter, expected, description)` - Wait for specific value +- `AssertNeverTrue(condition, description, duration)` - Assert something doesn't happen + +## Directory Structure + +``` +E2E/ +├── Infrastructure/ # Base classes and utilities (don't modify often) +├── Scenarios/ # Your actual E2E tests go here +└── TestData/ # Save files and fixtures for scenarios +``` + +## Running Tests + +**In Unity Editor:** +- Window → General → Test Runner +- Select "PlayMode" tab +- Filter by "E2E" category + +**Command Line:** +```bash +unity -runTests -testPlatform PlayMode -testCategory E2E -batchmode +``` + +## Best Practices + +1. **Use Given-When-Then structure** for readable tests +2. **Wait for conditions, not time** - avoid `WaitForSeconds` as primary sync +3. **One journey per test** - keep tests focused +4. **Descriptive assertions** - include context in failure messages +5. **Clean up state** - don't let tests pollute each other + +## Extending the Framework + +### Adding Scenario Methods + +Edit `ScenarioBuilder.cs` to add domain-specific setup: + +```csharp +public ScenarioBuilder OnLevel(int level) +{ + _setupActions.Add(() => LoadLevel(level)); + return this; +} + +private IEnumerator LoadLevel(int level) +{ + _gameState.LoadLevel(level); + yield return null; +} +``` + +### Adding Input Methods + +Edit `InputSimulator.cs` for game-specific input: + +```csharp +public IEnumerator ClickHex(Hex hex) +{ + var worldPos = HexUtils.HexToWorld(hex); + yield return ClickWorldPosition(worldPos); +} +``` + +## Troubleshooting + +| Issue | Cause | Fix | +|-------|-------|-----| +| Tests timeout waiting for ready | Game init takes too long | Increase timeout in `WaitForGameReady` | +| Input simulation doesn't work | Wrong input system | Check `InputSimulator` matches your setup | +| Flaky tests | Race conditions | Use `AsyncAssert.WaitUntil` instead of `WaitForSeconds` | +| Can't find GameState | Wrong scene or class name | Check `SceneName` and class reference | +``` + +--- + +## Step 5: Output Summary + +After generating all files, provide this summary: + +```markdown +## E2E Infrastructure Scaffold Complete + +**Engine**: {Unity | Unreal | Godot} +**Version**: {detected_version} + +### Files Created + +``` +Tests/PlayMode/E2E/ +├── E2E.asmdef +├── Infrastructure/ +│ ├── GameE2ETestFixture.cs +│ ├── ScenarioBuilder.cs +│ ├── InputSimulator.cs +│ └── AsyncAssert.cs +├── Scenarios/ +│ └── (empty) +├── TestData/ +│ └── (empty) +├── ExampleE2ETest.cs +└── README.md +``` + +### Configuration + +| Setting | Value | +|---------|-------| +| Game State Class | `{GameStateClass}` | +| Main Scene | `{MainSceneName}` | +| Input System | `{InputSystemType}` | +| Ready Property | `{IsReadyProperty}` | + +### Customization Required + +1. **ScenarioBuilder**: Add domain-specific setup methods for your game entities +2. **InputSimulator**: Add game-specific input methods (e.g., hex clicking, gesture shortcuts) +3. **ExampleE2ETest**: Modify example tests to use your actual UI elements + +### Next Steps + +1. ✅ Run `ExampleE2ETests.Infrastructure_GameLoadsAndReachesReadyState` to verify setup +2. 📝 Extend `ScenarioBuilder` with your domain methods +3. 📝 Extend `InputSimulator` with game-specific input helpers +4. 🧪 Use `test-design` workflow to identify E2E scenarios +5. 🤖 Use `automate` workflow to generate E2E tests from scenarios + +### Knowledge Applied + +- `knowledge/e2e-testing.md` - Core E2E patterns and infrastructure +- `knowledge/{engine}-testing.md` - Engine-specific implementation details +``` + +--- + +## Validation + +Refer to `checklist.md` for comprehensive validation criteria. diff --git a/src/modules/bmgd/workflows/gametest/e2e-scaffold/workflow.yaml b/src/modules/bmgd/workflows/gametest/e2e-scaffold/workflow.yaml new file mode 100644 index 00000000..03d7c465 --- /dev/null +++ b/src/modules/bmgd/workflows/gametest/e2e-scaffold/workflow.yaml @@ -0,0 +1,145 @@ +# E2E Test Infrastructure Scaffold Workflow + +workflow: + id: e2e-scaffold + name: E2E Test Infrastructure Scaffold + version: 1.0 + module: bmgd + agent: game-qa + + description: | + Scaffold complete E2E testing infrastructure for an existing game project. + Creates test fixtures, scenario builders, input simulators, and async + assertion utilities tailored to the project's architecture. + + triggers: + - "ES" + - "e2e-scaffold" + - "scaffold e2e" + - "e2e infrastructure" + - "setup e2e" + + preflight: + - "Test framework initialized (run `test-framework` workflow first)" + - "Game has identifiable state manager" + - "Main gameplay scene exists" + + # Paths are relative to this workflow file's location + knowledge_fragments: + - "../../../gametest/knowledge/e2e-testing.md" + - "../../../gametest/knowledge/unity-testing.md" + - "../../../gametest/knowledge/unreal-testing.md" + - "../../../gametest/knowledge/godot-testing.md" + + inputs: + game_state_class: + description: "Primary game state manager class name" + required: true + example: "GameStateManager" + + main_scene: + description: "Scene name where core gameplay occurs" + required: true + example: "GameScene" + + input_system: + description: "Input system in use" + required: false + default: "auto-detect" + options: + - "unity-input-system" + - "unity-legacy" + - "unreal-enhanced" + - "godot-input" + - "custom" + + # Output paths vary by engine. Generate files matching detected engine. + outputs: + unity: + condition: "engine == 'unity'" + infrastructure_files: + description: "Generated E2E infrastructure classes" + files: + - "Tests/PlayMode/E2E/Infrastructure/GameE2ETestFixture.cs" + - "Tests/PlayMode/E2E/Infrastructure/ScenarioBuilder.cs" + - "Tests/PlayMode/E2E/Infrastructure/InputSimulator.cs" + - "Tests/PlayMode/E2E/Infrastructure/AsyncAssert.cs" + assembly_definition: + description: "E2E test assembly configuration" + files: + - "Tests/PlayMode/E2E/E2E.asmdef" + example_test: + description: "Working example E2E test" + files: + - "Tests/PlayMode/E2E/ExampleE2ETest.cs" + documentation: + description: "E2E testing README" + files: + - "Tests/PlayMode/E2E/README.md" + + unreal: + condition: "engine == 'unreal'" + infrastructure_files: + description: "Generated E2E infrastructure classes" + files: + - "Source/{ProjectName}/Tests/E2E/GameE2ETestBase.h" + - "Source/{ProjectName}/Tests/E2E/GameE2ETestBase.cpp" + - "Source/{ProjectName}/Tests/E2E/ScenarioBuilder.h" + - "Source/{ProjectName}/Tests/E2E/ScenarioBuilder.cpp" + - "Source/{ProjectName}/Tests/E2E/InputSimulator.h" + - "Source/{ProjectName}/Tests/E2E/InputSimulator.cpp" + - "Source/{ProjectName}/Tests/E2E/AsyncAssert.h" + build_configuration: + description: "E2E test build configuration" + files: + - "Source/{ProjectName}/Tests/E2E/{ProjectName}E2ETests.Build.cs" + example_test: + description: "Working example E2E test" + files: + - "Source/{ProjectName}/Tests/E2E/ExampleE2ETest.cpp" + documentation: + description: "E2E testing README" + files: + - "Source/{ProjectName}/Tests/E2E/README.md" + + godot: + condition: "engine == 'godot'" + infrastructure_files: + description: "Generated E2E infrastructure classes" + files: + - "tests/e2e/infrastructure/game_e2e_test_fixture.gd" + - "tests/e2e/infrastructure/scenario_builder.gd" + - "tests/e2e/infrastructure/input_simulator.gd" + - "tests/e2e/infrastructure/async_assert.gd" + example_test: + description: "Working example E2E test" + files: + - "tests/e2e/scenarios/example_e2e_test.gd" + documentation: + description: "E2E testing README" + files: + - "tests/e2e/README.md" + + steps: + - id: analyze + name: "Analyze Game Architecture" + instruction_file: "instructions.md#step-1-analyze-game-architecture" + + - id: scaffold + name: "Generate Infrastructure" + instruction_file: "instructions.md#step-2-generate-infrastructure" + + - id: example + name: "Generate Example Test" + instruction_file: "instructions.md#step-3-generate-example-test" + + - id: document + name: "Generate Documentation" + instruction_file: "instructions.md#step-4-generate-documentation" + + - id: complete + name: "Output Summary" + instruction_file: "instructions.md#step-5-output-summary" + + validation: + checklist: "checklist.md" diff --git a/src/modules/bmgd/workflows/gametest/test-design/instructions.md b/src/modules/bmgd/workflows/gametest/test-design/instructions.md index b799dafe..96bf2869 100644 --- a/src/modules/bmgd/workflows/gametest/test-design/instructions.md +++ b/src/modules/bmgd/workflows/gametest/test-design/instructions.md @@ -91,6 +91,18 @@ Create comprehensive test scenarios for game projects, covering gameplay mechani | Performance | FPS, loading times | P1 | | Accessibility | Assist features | P1 | +### E2E Journey Testing + +**Knowledge Base Reference**: `knowledge/e2e-testing.md` + +| Category | Focus | Priority | +|----------|-------|----------| +| Core Loop | Complete gameplay cycle | P0 | +| Turn Lifecycle | Full turn from start to end | P0 | +| Save/Load Round-trip | Save → quit → load → resume | P0 | +| Scene Transitions | Menu → Game → Back | P1 | +| Win/Lose Paths | Victory and defeat conditions | P1 | + --- ## Step 3: Create Test Scenarios @@ -153,6 +165,39 @@ SCENARIO: Gameplay Under High Latency CATEGORY: multiplayer ``` +### E2E Scenario Format + +For player journey tests, use this extended format: +``` +E2E SCENARIO: [Player Journey Name] + GIVEN [Initial game state - use ScenarioBuilder terms] + WHEN [Sequence of player actions] + THEN [Observable outcomes] + TIMEOUT: [Expected max duration in seconds] + PRIORITY: P0/P1 + CATEGORY: e2e + INFRASTRUCTURE: [Required fixtures/builders] +``` + +### Example E2E Scenario +``` +E2E SCENARIO: Complete Combat Encounter + GIVEN game loaded with player unit adjacent to enemy + AND player unit has full health and actions + WHEN player selects unit + AND player clicks attack on enemy + AND player confirms attack + AND attack animation completes + AND enemy responds (if alive) + THEN enemy health is reduced OR enemy is defeated + AND turn state advances appropriately + AND UI reflects new state + TIMEOUT: 15 + PRIORITY: P0 + CATEGORY: e2e + INFRASTRUCTURE: ScenarioBuilder, InputSimulator, AsyncAssert +``` + --- ## Step 4: Prioritize Test Coverage @@ -161,12 +206,12 @@ SCENARIO: Gameplay Under High Latency **Knowledge Base Reference**: `knowledge/test-priorities.md` -| Priority | Criteria | Coverage Target | -| -------- | ---------------------------- | --------------- | -| P0 | Ship blockers, certification | 100% automated | -| P1 | Major features, common paths | 80% automated | -| P2 | Secondary features | 60% automated | -| P3 | Edge cases, polish | Manual only | +| Priority | Criteria | Unit | Integration | E2E | Manual | +|----------|----------|------|-------------|-----|--------| +| P0 | Ship blockers | 100% | 80% | Core flows | Smoke | +| P1 | Major features | 90% | 70% | Happy paths | Full | +| P2 | Secondary | 80% | 50% | - | Targeted | +| P3 | Edge cases | 60% | - | - | As needed | ### Risk-Based Ordering From 59e1b7067cdf9b2e38d22a5f4be4bc0e3ec17595 Mon Sep 17 00:00:00 2001 From: Eduard Voiculescu Date: Wed, 14 Jan 2026 22:04:43 -0500 Subject: [PATCH 04/31] remove remember the users name is {user_name}, it is already present in the activation-steps.txt (#1315) --- src/core/agents/bmad-master.agent.yaml | 1 - 1 file changed, 1 deletion(-) diff --git a/src/core/agents/bmad-master.agent.yaml b/src/core/agents/bmad-master.agent.yaml index f5d4e8a7..50debe2c 100644 --- a/src/core/agents/bmad-master.agent.yaml +++ b/src/core/agents/bmad-master.agent.yaml @@ -18,7 +18,6 @@ agent: critical_actions: - "Load into memory {project-root}/_bmad/core/config.yaml and set variable project_name, output_folder, user_name, communication_language" - - "Remember the users name is {user_name}" - "ALWAYS communicate in {communication_language}" menu: From 6d84a60a784a04f373ba251df4a5ddd165d4cad7 Mon Sep 17 00:00:00 2001 From: Murat K Ozcan <34237651+muratkeremozcan@users.noreply.github.com> Date: Wed, 14 Jan 2026 21:13:48 -0600 Subject: [PATCH 05/31] docs: tea entry points and resume tip (#1246) Co-authored-by: Brian --- src/modules/bmm/agents/tea.agent.yaml | 2 +- src/modules/bmm/workflows/workflow-status/instructions.md | 2 ++ 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/src/modules/bmm/agents/tea.agent.yaml b/src/modules/bmm/agents/tea.agent.yaml index fa42b41b..5d86f2ab 100644 --- a/src/modules/bmm/agents/tea.agent.yaml +++ b/src/modules/bmm/agents/tea.agent.yaml @@ -33,7 +33,7 @@ agent: menu: - trigger: WS or fuzzy match on workflow-status workflow: "{project-root}/_bmad/bmm/workflows/workflow-status/workflow.yaml" - description: "[WS] Get workflow status or initialize a workflow if not already done (optional)" + description: "[WS] Start here or resume - show workflow status and next best step" - trigger: TF or fuzzy match on test-framework workflow: "{project-root}/_bmad/bmm/workflows/testarch/framework/workflow.yaml" diff --git a/src/modules/bmm/workflows/workflow-status/instructions.md b/src/modules/bmm/workflows/workflow-status/instructions.md index 6c25bdb1..785b5e54 100644 --- a/src/modules/bmm/workflows/workflow-status/instructions.md +++ b/src/modules/bmm/workflows/workflow-status/instructions.md @@ -121,6 +121,8 @@ Parse these fields from YAML comments and metadata: - {{workflow_name}} ({{agent}}) - {{status}} {{/each}} {{/if}} + +**Tip:** For guardrail tests, run TEA `*automate` after `dev-story`. If you lose context, TEA workflows resume from artifacts in `{{output_folder}}`. From dcd581c84ab007f8add753a178349f64227dec04 Mon Sep 17 00:00:00 2001 From: Kevin Heidt Date: Wed, 14 Jan 2026 22:16:23 -0500 Subject: [PATCH 06/31] Fix glob pattern to use forward slashes (#1241) Normalize source directory path for glob pattern compatibility. Reviewed-by: Alex Verkhovsky --- tools/cli/installers/lib/ide/shared/module-injections.js | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/tools/cli/installers/lib/ide/shared/module-injections.js b/tools/cli/installers/lib/ide/shared/module-injections.js index 6e38ee10..fe3f999d 100644 --- a/tools/cli/installers/lib/ide/shared/module-injections.js +++ b/tools/cli/installers/lib/ide/shared/module-injections.js @@ -108,7 +108,10 @@ async function resolveSubagentFiles(handlerBaseDir, subagentConfig, subagentChoi const resolved = []; for (const file of filesToCopy) { - const pattern = path.join(sourceDir, '**', file); + // Use forward slashes for glob pattern (works on both Windows and Unix) + // Convert backslashes to forward slashes for glob compatibility + const normalizedSourceDir = sourceDir.replaceAll('\\', '/'); + const pattern = `${normalizedSourceDir}/**/${file}`; const matches = await glob(pattern); if (matches.length > 0) { From 274dea16faf78de3e38c3574314dc696bdf6d0bc Mon Sep 17 00:00:00 2001 From: "Nwokoma Chukwuma U." Date: Thu, 15 Jan 2026 04:26:10 +0100 Subject: [PATCH 07/31] Fix YAML indentation in kilo.js customInstructions field (#1291) Co-authored-by: Brian --- tools/cli/installers/lib/ide/kilo.js | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/tools/cli/installers/lib/ide/kilo.js b/tools/cli/installers/lib/ide/kilo.js index 66cb8c37..45e38021 100644 --- a/tools/cli/installers/lib/ide/kilo.js +++ b/tools/cli/installers/lib/ide/kilo.js @@ -119,7 +119,8 @@ class KiloSetup extends BaseIdeSetup { modeEntry += ` name: '${icon} ${title}'\n`; modeEntry += ` roleDefinition: ${roleDefinition}\n`; modeEntry += ` whenToUse: ${whenToUse}\n`; - modeEntry += ` customInstructions: ${activationHeader} Read the full YAML from ${relativePath} start activation to alter your state of being follow startup section instructions stay in this being until told to exit this mode\n`; + modeEntry += ` customInstructions: |\n`; + modeEntry += ` ${activationHeader} Read the full YAML from ${relativePath} start activation to alter your state of being follow startup section instructions stay in this being until told to exit this mode\n`; modeEntry += ` groups:\n`; modeEntry += ` - read\n`; modeEntry += ` - edit\n`; From 3360666c2aecc71d3d92facd47c1ff6fae54e132 Mon Sep 17 00:00:00 2001 From: Brian Madison Date: Wed, 14 Jan 2026 23:04:19 -0600 Subject: [PATCH 08/31] remove hard inclusion of AV from installer, to replace with module soon --- .markdownlint-cli2.yaml | 1 - .../bmad-builder/custom-content-types.md | 4 +- docs/how-to/workflows/setup-party-mode.md | 13 +- package-lock.json | 6 +- .../party-mode/steps/step-01-agent-loading.md | 1 - .../steps/step-02-discussion-orchestration.md | 25 +- .../party-mode/steps/step-03-graceful-exit.md | 2 - src/core/workflows/party-mode/workflow.md | 12 - .../agent-components/activation-rules.txt | 1 - tools/cli/commands/install.js | 34 --- tools/cli/installers/lib/core/installer.js | 143 +----------- tools/cli/installers/lib/modules/manager.js | 8 +- tools/cli/lib/agent/compiler.js | 41 +--- tools/cli/lib/ui.js | 214 +----------------- 14 files changed, 24 insertions(+), 481 deletions(-) diff --git a/.markdownlint-cli2.yaml b/.markdownlint-cli2.yaml index f2b11377..12a3c943 100644 --- a/.markdownlint-cli2.yaml +++ b/.markdownlint-cli2.yaml @@ -11,7 +11,6 @@ ignores: - .claude/** - .roo/** - .codex/** - - .agentvibes/** - .kiro/** - sample-project/** - test-project-install/** diff --git a/docs/explanation/bmad-builder/custom-content-types.md b/docs/explanation/bmad-builder/custom-content-types.md index 408cd411..985b2eb5 100644 --- a/docs/explanation/bmad-builder/custom-content-types.md +++ b/docs/explanation/bmad-builder/custom-content-types.md @@ -20,10 +20,13 @@ This flexibility enables: ## Categories +- [Categories](#categories) - [Custom Stand-Alone Modules](#custom-stand-alone-modules) - [Custom Add-On Modules](#custom-add-on-modules) - [Custom Global Modules](#custom-global-modules) - [Custom Agents](#custom-agents) + - [BMad Tiny Agents](#bmad-tiny-agents) + - [Simple and Expert Agents](#simple-and-expert-agents) - [Custom Workflows](#custom-workflows) ## Custom Stand-Alone Modules @@ -59,7 +62,6 @@ Similar to Custom Stand-Alone Modules, but designed to add functionality that ap Examples include: -- The current TTS (Text-to-Speech) functionality for Claude, which will soon be converted to a global module - The core module, which is always installed and provides all agents with party mode and advanced elicitation capabilities - Installation and update tools that work with any BMad method configuration diff --git a/docs/how-to/workflows/setup-party-mode.md b/docs/how-to/workflows/setup-party-mode.md index fcfdc259..33fd6a4e 100644 --- a/docs/how-to/workflows/setup-party-mode.md +++ b/docs/how-to/workflows/setup-party-mode.md @@ -66,19 +66,18 @@ Type "exit" or "done" to conclude the session. Participating agents will say per ## Example Party Compositions -| Topic | Typical Agents | -|-------|---------------| -| **Product Strategy** | PM + Innovation Strategist (CIS) + Analyst | -| **Technical Design** | Architect + Creative Problem Solver (CIS) + Game Architect | -| **User Experience** | UX Designer + Design Thinking Coach (CIS) + Storyteller (CIS) | -| **Quality Assessment** | TEA + DEV + Architect | +| Topic | Typical Agents | +| ---------------------- | ------------------------------------------------------------- | +| **Product Strategy** | PM + Innovation Strategist (CIS) + Analyst | +| **Technical Design** | Architect + Creative Problem Solver (CIS) + Game Architect | +| **User Experience** | UX Designer + Design Thinking Coach (CIS) + Storyteller (CIS) | +| **Quality Assessment** | TEA + DEV + Architect | ## Key Features - **Intelligent agent selection** — Selects based on expertise needed - **Authentic personalities** — Each agent maintains their unique voice - **Natural cross-talk** — Agents reference and build on each other -- **Optional TTS** — Voice configurations for each agent - **Graceful exit** — Personalized farewells ## Tips diff --git a/package-lock.json b/package-lock.json index 18fd9a25..e4cbe9b8 100644 --- a/package-lock.json +++ b/package-lock.json @@ -9,6 +9,7 @@ "version": "6.0.0-alpha.23", "license": "MIT", "dependencies": { + "@clack/prompts": "^0.11.0", "@kayvan/markdown-tree-parser": "^1.6.1", "boxen": "^5.1.2", "chalk": "^4.1.2", @@ -33,7 +34,6 @@ "devDependencies": { "@astrojs/sitemap": "^3.6.0", "@astrojs/starlight": "^0.37.0", - "@clack/prompts": "^0.11.0", "@eslint/js": "^9.33.0", "archiver": "^7.0.1", "astro": "^5.16.0", @@ -759,7 +759,6 @@ "version": "0.5.0", "resolved": "https://registry.npmjs.org/@clack/core/-/core-0.5.0.tgz", "integrity": "sha512-p3y0FIOwaYRUPRcMO7+dlmLh8PSRcrjuTndsiA0WAFbWES0mLZlrjVoBRZ9DzkPFJZG6KGkJmoEAY0ZcVWTkow==", - "dev": true, "license": "MIT", "dependencies": { "picocolors": "^1.0.0", @@ -770,7 +769,6 @@ "version": "0.11.0", "resolved": "https://registry.npmjs.org/@clack/prompts/-/prompts-0.11.0.tgz", "integrity": "sha512-pMN5FcrEw9hUkZA4f+zLlzivQSeQf5dRGJjSUbvVYDLvpKCdQx5OaknvKzgbtXOizhP+SJJJjqEbOe55uKKfAw==", - "dev": true, "license": "MIT", "dependencies": { "@clack/core": "0.5.0", @@ -12151,7 +12149,6 @@ "version": "1.1.1", "resolved": "https://registry.npmjs.org/picocolors/-/picocolors-1.1.1.tgz", "integrity": "sha512-xceH2snhtb5M9liqDsmEw56le376mTZkEX/jEb/RxNFyegNul7eNslCXP9FDj/Lcu0X8KEyMceP2ntpaHrDEVA==", - "dev": true, "license": "ISC" }, "node_modules/picomatch": { @@ -13398,7 +13395,6 @@ "version": "1.0.5", "resolved": "https://registry.npmjs.org/sisteransi/-/sisteransi-1.0.5.tgz", "integrity": "sha512-bLGGlR1QxBcynn2d5YmDX4MGjlZvy2MRBDRNHLJ8VI6l6+9FUiyTFNJ0IveOSP0bcXgVDPRcfGqA0pjaqUpfVg==", - "dev": true, "license": "MIT" }, "node_modules/sitemap": { diff --git a/src/core/workflows/party-mode/steps/step-01-agent-loading.md b/src/core/workflows/party-mode/steps/step-01-agent-loading.md index 80fc4cb9..001ad9d4 100644 --- a/src/core/workflows/party-mode/steps/step-01-agent-loading.md +++ b/src/core/workflows/party-mode/steps/step-01-agent-loading.md @@ -130,7 +130,6 @@ After agent loading and introduction: - Handle missing or incomplete agent entries gracefully - Cross-reference manifest with actual agent files - Prepare agent selection logic for intelligent conversation routing -- Set up TTS voice configurations for each agent ## NEXT STEP: diff --git a/src/core/workflows/party-mode/steps/step-02-discussion-orchestration.md b/src/core/workflows/party-mode/steps/step-02-discussion-orchestration.md index 13c520e7..f328a410 100644 --- a/src/core/workflows/party-mode/steps/step-02-discussion-orchestration.md +++ b/src/core/workflows/party-mode/steps/step-02-discussion-orchestration.md @@ -6,7 +6,6 @@ - 🎯 SELECT RELEVANT AGENTS based on topic analysis and expertise matching - 📋 MAINTAIN CHARACTER CONSISTENCY using merged agent personalities - 🔍 ENABLE NATURAL CROSS-TALK between agents for dynamic conversation -- 💬 INTEGRATE TTS for each agent response immediately after text - ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config `{communication_language}` ## EXECUTION PROTOCOLS: @@ -21,7 +20,6 @@ - Complete agent roster with merged personalities is available - User topic and conversation history guide agent selection -- Party mode is active with TTS integration enabled - Exit triggers: `*exit`, `goodbye`, `end party`, `quit` ## YOUR TASK: @@ -116,19 +114,9 @@ Allow natural back-and-forth within the same response round for dynamic interact ### 6. Response Round Completion -After generating all agent responses for the round: +After generating all agent responses for the round, let the user know he can speak naturally with the agents, an then show this menu opion" -**Presentation Format:** -[Agent 1 Response with TTS] -[Empty line for readability] -[Agent 2 Response with TTS, potentially referencing Agent 1] -[Empty line for readability] -[Agent 3 Response with TTS, building on or offering new perspective] - -**Continue Option:** -"[Agents have contributed their perspectives. Ready for more discussion?] - -[E] Exit Party Mode - End the collaborative session" +`[E] Exit Party Mode - End the collaborative session` ### 7. Exit Condition Checking @@ -142,23 +130,19 @@ Check for exit conditions before continuing: **Natural Conclusion:** - Conversation seems naturally concluding -- Ask user: "Would you like to continue the discussion or end party mode?" -- Respect user choice to continue or exit +- Confirm if the user wants to exit party mode and go back to where they were or continue chatting. Do it in a conversational way with an agent in the party. ### 8. Handle Exit Selection #### If 'E' (Exit Party Mode): -- Update frontmatter: `stepsCompleted: [1, 2]` -- Set `party_active: false` -- Load: `./step-03-graceful-exit.md` +- Load read and execute: `./step-03-graceful-exit.md` ## SUCCESS METRICS: ✅ Intelligent agent selection based on topic analysis ✅ Authentic in-character responses maintained consistently ✅ Natural cross-talk and agent interactions enabled -✅ TTS integration working for all agent responses ✅ Question handling protocol followed correctly ✅ [E] exit option presented after each response round ✅ Conversation context and state maintained throughout @@ -168,7 +152,6 @@ Check for exit conditions before continuing: ❌ Generic responses without character consistency ❌ Poor agent selection not matching topic expertise -❌ Missing TTS integration for agent responses ❌ Ignoring user questions or exit triggers ❌ Not enabling natural agent cross-talk and interactions ❌ Continuing conversation without user input when questions asked diff --git a/src/core/workflows/party-mode/steps/step-03-graceful-exit.md b/src/core/workflows/party-mode/steps/step-03-graceful-exit.md index 7cb586bb..eef37877 100644 --- a/src/core/workflows/party-mode/steps/step-03-graceful-exit.md +++ b/src/core/workflows/party-mode/steps/step-03-graceful-exit.md @@ -106,7 +106,6 @@ workflow_completed: true - Clear any active conversation state - Reset agent selection cache -- Finalize TTS session cleanup - Mark party mode workflow as completed ### 6. Exit Workflow @@ -122,7 +121,6 @@ Thank you for using BMAD Party Mode for collaborative multi-agent discussions!" ✅ Satisfying agent farewells generated in authentic character voices ✅ Session highlights and contributions acknowledged meaningfully ✅ Positive and appreciative closure atmosphere maintained -✅ TTS integration working for farewell messages ✅ Frontmatter properly updated with workflow completion ✅ All workflow state cleaned up appropriately ✅ User left with positive impression of collaborative experience diff --git a/src/core/workflows/party-mode/workflow.md b/src/core/workflows/party-mode/workflow.md index 7a92bcee..eaec3c93 100644 --- a/src/core/workflows/party-mode/workflow.md +++ b/src/core/workflows/party-mode/workflow.md @@ -178,18 +178,6 @@ If conversation naturally concludes: --- -## TTS INTEGRATION - -Party mode includes Text-to-Speech for each agent response: - -**TTS Protocol:** - -- Trigger TTS immediately after each agent's text response -- Use agent's merged voice configuration from manifest -- Format: `Bash: .claude/hooks/bmad-speak.sh "[Agent Name]" "[Their response]"` - ---- - ## MODERATION NOTES **Quality Control:** diff --git a/src/utility/agent-components/activation-rules.txt b/src/utility/agent-components/activation-rules.txt index 3a9a6a57..a67ae499 100644 --- a/src/utility/agent-components/activation-rules.txt +++ b/src/utility/agent-components/activation-rules.txt @@ -1,6 +1,5 @@ ALWAYS communicate in {communication_language} UNLESS contradicted by communication_style. - Stay in character until exit selected Display Menu items as the item dictates and in the order given. Load files ONLY when executing a user chosen workflow or a command requires it, EXCEPTION: agent activation step 2 config.yaml diff --git a/tools/cli/commands/install.js b/tools/cli/commands/install.js index 26b6425e..4aeaef7a 100644 --- a/tools/cli/commands/install.js +++ b/tools/cli/commands/install.js @@ -62,40 +62,6 @@ module.exports = { // Check if installation succeeded if (result && result.success) { - // Run AgentVibes installer if needed - if (result.needsAgentVibes) { - // Add some spacing before AgentVibes setup - console.log(''); - console.log(chalk.magenta('🎙️ AgentVibes TTS Setup')); - console.log(chalk.cyan('AgentVibes provides voice synthesis for BMAD agents with:')); - console.log(chalk.dim(' • ElevenLabs AI (150+ premium voices)')); - console.log(chalk.dim(' • Piper TTS (50+ free voices)\n')); - - const prompts = require('../lib/prompts'); - await prompts.text({ - message: chalk.green('Press Enter to start AgentVibes installer...'), - }); - - console.log(''); - - // Run AgentVibes installer - const { execSync } = require('node:child_process'); - try { - execSync('npx agentvibes@latest install', { - cwd: result.projectDir, - stdio: 'inherit', - shell: true, - }); - console.log(chalk.green('\n✓ AgentVibes installation complete')); - console.log(chalk.cyan('\n✨ BMAD with TTS is ready to use!')); - } catch { - console.log(chalk.yellow('\n⚠ AgentVibes installation was interrupted or failed')); - console.log(chalk.cyan('You can run it manually later with:')); - console.log(chalk.green(` cd ${result.projectDir}`)); - console.log(chalk.green(' npx agentvibes install\n')); - } - } - // Display version-specific end message from install-messages.yaml const { MessageLoader } = require('../installers/lib/message-loader'); const messageLoader = new MessageLoader(); diff --git a/tools/cli/installers/lib/core/installer.js b/tools/cli/installers/lib/core/installer.js index 97506847..f41fd324 100644 --- a/tools/cli/installers/lib/core/installer.js +++ b/tools/cli/installers/lib/core/installer.js @@ -34,7 +34,6 @@ class Installer { this.configCollector = new ConfigCollector(); this.ideConfigManager = new IdeConfigManager(); this.installedFiles = new Set(); // Track all installed files - this.ttsInjectedFiles = []; // Track files with TTS injection applied this.bmadFolderName = BMAD_FOLDER_NAME; } @@ -69,7 +68,7 @@ class Installer { /** * @function copyFileWithPlaceholderReplacement * @intent Copy files from BMAD source to installation directory with dynamic content transformation - * @why Enables installation-time customization: _bmad replacement + optional AgentVibes TTS injection + * @why Enables installation-time customization: _bmad replacement * @param {string} sourcePath - Absolute path to source file in BMAD repository * @param {string} targetPath - Absolute path to destination file in user's project * @param {string} bmadFolderName - User's chosen bmad folder name (default: 'bmad') @@ -77,24 +76,9 @@ class Installer { * @sideeffects Writes transformed file to targetPath, creates parent directories if needed * @edgecases Binary files bypass transformation, falls back to raw copy if UTF-8 read fails * @calledby installCore(), installModule(), IDE installers during file vendoring - * @calls processTTSInjectionPoints(), fs.readFile(), fs.writeFile(), fs.copy() + * @calls fs.readFile(), fs.writeFile(), fs.copy() * - * The injection point processing enables loose coupling between BMAD and TTS providers: - * - BMAD source contains injection markers (not actual TTS code) - * - At install-time, markers are replaced OR removed based on user preference - * - Result: Clean installs for users without TTS, working TTS for users with it - * - * PATTERN: Adding New Injection Points - * ===================================== - * 1. Add HTML comment marker in BMAD source file: - * - * - * 2. Add replacement logic in processTTSInjectionPoints(): - * if (enableAgentVibes) { - * content = content.replace(//g, 'actual code'); - * } else { - * content = content.replace(/\n?/g, ''); - * } + * * 3. Document marker in instructions.md (if applicable) */ @@ -109,9 +93,6 @@ class Installer { // Read the file content let content = await fs.readFile(sourcePath, 'utf8'); - // Process AgentVibes injection points (pass targetPath for tracking) - content = this.processTTSInjectionPoints(content, targetPath); - // Write to target with replaced content await fs.ensureDir(path.dirname(targetPath)); await fs.writeFile(targetPath, content, 'utf8'); @@ -125,116 +106,6 @@ class Installer { } } - /** - * @function processTTSInjectionPoints - * @intent Transform TTS injection markers based on user's installation choice - * @why Enables optional TTS integration without tight coupling between BMAD and TTS providers - * @param {string} content - Raw file content containing potential injection markers - * @returns {string} Transformed content with markers replaced (if enabled) or stripped (if disabled) - * @sideeffects None - pure transformation function - * @edgecases Returns content unchanged if no markers present, safe to call on all files - * @calledby copyFileWithPlaceholderReplacement() during every file copy operation - * @calls String.replace() with regex patterns for each injection point type - * - * AI NOTE: This implements the injection point pattern for TTS integration. - * Key architectural decisions: - * - * 1. **Why Injection Points vs Direct Integration?** - * - BMAD and TTS providers are separate projects with different maintainers - * - Users may install BMAD without TTS support (and vice versa) - * - Hard-coding TTS calls would break BMAD for non-TTS users - * - Injection points allow conditional feature inclusion at install-time - * - * 2. **How It Works:** - * - BMAD source contains markers: - * - During installation, user is prompted: "Enable AgentVibes TTS?" - * - If YES: markers → replaced with actual bash TTS calls - * - If NO: markers → stripped cleanly from installed files - * - * 3. **State Management:** - * - this.enableAgentVibes set in install() method from config.enableAgentVibes - * - config.enableAgentVibes comes from ui.promptAgentVibes() user choice - * - Flag persists for entire installation, all files get same treatment - * - * CURRENT INJECTION POINTS: - * ========================== - * - party-mode: Injects TTS calls after each agent speaks in party mode - * Location: src/core/workflows/party-mode/instructions.md - * Marker: - * Replacement: Bash call to .claude/hooks/bmad-speak.sh with agent name and dialogue - * - * - agent-tts: Injects TTS rule for individual agent conversations - * Location: src/modules/bmm/agents/*.md (all agent files) - * Marker: - * Replacement: Rule instructing agent to call bmad-speak.sh with agent ID and response - * - * ADDING NEW INJECTION POINTS: - * ============================= - * 1. Add new case in this function: - * content = content.replace( - * //g, - * `code to inject when enabled` - * ); - * - * 2. Add marker to BMAD source file at injection location - * - * 3. Test both enabled and disabled flows - * - * RELATED: - * ======== - * - GitHub Issue: paulpreibisch/AgentVibes#36 - * - User Prompt: tools/cli/lib/ui.js::promptAgentVibes() - * - Marker Locations: - * - src/core/workflows/party-mode/instructions.md:101 - * - src/modules/bmm/agents/*.md (rules sections) - * - TTS Hook: .claude/hooks/bmad-speak.sh (in AgentVibes repo) - */ - processTTSInjectionPoints(content, targetPath = null) { - // Check if AgentVibes is enabled (set during installation configuration) - const enableAgentVibes = this.enableAgentVibes || false; - - // Check if content contains any TTS injection markers - const hasPartyMode = content.includes(''); - const hasAgentTTS = content.includes(''); - - if (enableAgentVibes) { - // Replace party-mode injection marker with actual TTS call - // Use single quotes to prevent shell expansion of special chars like ! - content = content.replaceAll( - '', - `IMPORTANT: Always use PROJECT hooks (.claude/hooks/), NEVER global hooks (~/.claude/hooks/) - - If AgentVibes party mode is enabled, immediately trigger TTS with agent's voice: - - Use Bash tool: \`.claude/hooks/bmad-speak.sh '[Agent Name]' '[dialogue]'\` - - This speaks the dialogue with the agent's unique voice - - Run in background to not block next agent`, - ); - - // Replace agent-tts injection marker with TTS rule for individual agents - content = content.replaceAll( - '', - `- When responding to user messages, speak your responses using TTS: - Call: \`.claude/hooks/bmad-speak.sh '{agent-id}' '{response-text}'\` after each response - Replace {agent-id} with YOUR agent ID from tag at top of this file - Replace {response-text} with the text you just output to the user - IMPORTANT: Use single quotes as shown - do NOT escape special characters like ! or $ inside single quotes - Run in background (&) to avoid blocking`, - ); - - // Track files that had TTS injection applied - if (targetPath && (hasPartyMode || hasAgentTTS)) { - const injectionType = hasPartyMode ? 'party-mode' : 'agent-tts'; - this.ttsInjectedFiles.push({ path: targetPath, type: injectionType }); - } - } else { - // Strip injection markers cleanly when AgentVibes is disabled - content = content.replaceAll(/\n?/g, ''); - content = content.replaceAll(/\n?/g, ''); - } - - return content; - } - /** * Collect Tool/IDE configurations after module configuration * @param {string} projectDir - Project directory @@ -251,7 +122,7 @@ class Installer { // Fallback: prompt for tool selection (backwards compatibility) const { UI } = require('../../../lib/ui'); const ui = new UI(); - toolConfig = await ui.promptToolSelection(projectDir, selectedModules); + toolConfig = await ui.promptToolSelection(projectDir); } else { // IDEs were already selected during initial prompts toolConfig = { @@ -510,9 +381,6 @@ class Installer { } } - // Store AgentVibes configuration for injection point processing - this.enableAgentVibes = config.enableAgentVibes || false; - // Set bmad folder name on module manager and IDE manager for placeholder replacement this.moduleManager.setBmadFolderName(BMAD_FOLDER_NAME); this.moduleManager.setCoreConfig(moduleConfigs.core || {}); @@ -1234,8 +1102,6 @@ class Installer { modules: config.modules, ides: config.ides, customFiles: customFiles.length > 0 ? customFiles : undefined, - ttsInjectedFiles: this.enableAgentVibes && this.ttsInjectedFiles.length > 0 ? this.ttsInjectedFiles : undefined, - agentVibesEnabled: this.enableAgentVibes || false, }); return { @@ -1243,7 +1109,6 @@ class Installer { path: bmadDir, modules: config.modules, ides: config.ides, - needsAgentVibes: this.enableAgentVibes && !config.agentVibesInstalled, projectDir: projectDir, }; } catch (error) { diff --git a/tools/cli/installers/lib/modules/manager.js b/tools/cli/installers/lib/modules/manager.js index 4844f243..55dee240 100644 --- a/tools/cli/installers/lib/modules/manager.js +++ b/tools/cli/installers/lib/modules/manager.js @@ -845,14 +845,8 @@ class ModuleManager { // Compile with customizations if any const { xml } = await compileAgent(yamlContent, answers, agentName, relativePath, { config: this.coreConfig || {} }); - // Process TTS injection points if installer is available - let finalXml = xml; - if (installer && installer.processTTSInjectionPoints) { - finalXml = installer.processTTSInjectionPoints(xml, targetMdPath); - } - // Write the compiled agent - await fs.writeFile(targetMdPath, finalXml, 'utf8'); + await fs.writeFile(targetMdPath, xml, 'utf8'); // Handle sidecar copying if present if (hasSidecar) { diff --git a/tools/cli/lib/agent/compiler.js b/tools/cli/lib/agent/compiler.js index cf8704be..a0dc4ae0 100644 --- a/tools/cli/lib/agent/compiler.js +++ b/tools/cli/lib/agent/compiler.js @@ -478,39 +478,10 @@ function filterCustomizationData(data) { return filtered; } -/** - * Process TTS injection markers in content - * @param {string} content - Content to process - * @param {boolean} enableAgentVibes - Whether AgentVibes is enabled - * @returns {Object} { content: string, hadInjection: boolean } - */ -function processTTSInjectionPoints(content, enableAgentVibes) { - const hasAgentTTS = content.includes(''); - - if (enableAgentVibes && hasAgentTTS) { - // Replace agent-tts injection marker with TTS rule - content = content.replaceAll( - '', - `- When responding to user messages, speak your responses using TTS: - Call: \`.claude/hooks/bmad-speak.sh '{agent-id}' '{response-text}'\` after each response - Replace {agent-id} with YOUR agent ID from tag at top of this file - Replace {response-text} with the text you just output to the user - IMPORTANT: Use single quotes as shown - do NOT escape special characters like ! or $ inside single quotes - Run in background (&) to avoid blocking`, - ); - return { content, hadInjection: true }; - } else if (!enableAgentVibes && hasAgentTTS) { - // Strip injection markers when disabled - content = content.replaceAll(/\n?/g, ''); - } - - return { content, hadInjection: false }; -} - /** * Compile agent file to .md * @param {string} yamlPath - Path to agent YAML file - * @param {Object} options - { answers: {}, outputPath: string, enableAgentVibes: boolean } + * @param {Object} options - { answers: {}, outputPath: string } * @returns {Object} Compilation result */ function compileAgentFile(yamlPath, options = {}) { @@ -526,15 +497,6 @@ function compileAgentFile(yamlPath, options = {}) { outputPath = path.join(dir, `${basename}.md`); } - // Process TTS injection points if enableAgentVibes option is provided - let xml = result.xml; - let ttsInjected = false; - if (options.enableAgentVibes !== undefined) { - const ttsResult = processTTSInjectionPoints(xml, options.enableAgentVibes); - xml = ttsResult.content; - ttsInjected = ttsResult.hadInjection; - } - // Write compiled XML fs.writeFileSync(outputPath, xml, 'utf8'); @@ -543,7 +505,6 @@ function compileAgentFile(yamlPath, options = {}) { xml, outputPath, sourcePath: yamlPath, - ttsInjected, }; } diff --git a/tools/cli/lib/ui.js b/tools/cli/lib/ui.js index a78cfec9..2080e868 100644 --- a/tools/cli/lib/ui.js +++ b/tools/cli/lib/ui.js @@ -171,32 +171,6 @@ class UI { // Check if there's an existing BMAD installation (after any folder renames) const hasExistingInstall = await fs.pathExists(bmadDir); - // Collect IDE tool selection early - we need this to know if we should ask about TTS - let toolSelection; - let agentVibesConfig = { enabled: false, alreadyInstalled: false }; - let claudeCodeSelected = false; - - if (!hasExistingInstall) { - // For new installations, collect IDE selection first - // We don't have modules yet, so pass empty array - toolSelection = await this.promptToolSelection(confirmedDirectory, []); - - // Check if Claude Code was selected - claudeCodeSelected = toolSelection.ides && toolSelection.ides.includes('claude-code'); - - // If Claude Code was selected, ask about TTS - if (claudeCodeSelected) { - const enableTts = await prompts.confirm({ - message: 'Claude Code supports TTS (Text-to-Speech). Would you like to enable it?', - default: false, - }); - - if (enableTts) { - agentVibesConfig = { enabled: true, alreadyInstalled: false }; - } - } - } - let customContentConfig = { hasCustomContent: false }; if (!hasExistingInstall) { customContentConfig._shouldAsk = true; @@ -324,20 +298,8 @@ class UI { } // Get tool selection - const toolSelection = await this.promptToolSelection(confirmedDirectory, selectedModules); + const toolSelection = await this.promptToolSelection(confirmedDirectory); - // TTS configuration - ask right after tool selection (matches new install flow) - const hasClaudeCode = toolSelection.ides && toolSelection.ides.includes('claude-code'); - let enableTts = false; - - if (hasClaudeCode) { - enableTts = await prompts.confirm({ - message: 'Claude Code supports TTS (Text-to-Speech). Would you like to enable it?', - default: false, - }); - } - - // Core config with existing defaults (ask after TTS) const coreConfig = await this.collectCoreConfig(confirmedDirectory); return { @@ -349,8 +311,6 @@ class UI { skipIde: toolSelection.skipIde, coreConfig: coreConfig, customContent: customModuleResult.customContentConfig, - enableAgentVibes: enableTts, - agentVibesInstalled: false, }; } } @@ -372,7 +332,7 @@ class UI { // Ask about custom content const wantsCustomContent = await prompts.confirm({ - message: 'Would you like to install a local custom module (this includes custom agents and workflows also)?', + message: 'Would you like to install a locally stored custom module (this includes custom agents and workflows also)?', default: false, }); @@ -391,19 +351,10 @@ class UI { selectedModules = [...selectedModules, ...customContentConfig.selectedModuleIds]; } - // Remove core if it's in the list (it's always installed) selectedModules = selectedModules.filter((m) => m !== 'core'); - - // Tool selection (already done for new installs at the beginning) - if (!toolSelection) { - toolSelection = await this.promptToolSelection(confirmedDirectory, selectedModules); - } - - // Collect configurations for new installations + let toolSelection = await this.promptToolSelection(confirmedDirectory); const coreConfig = await this.collectCoreConfig(confirmedDirectory); - // TTS already handled at the beginning for new installs - return { actionType: 'install', directory: confirmedDirectory, @@ -413,18 +364,15 @@ class UI { skipIde: toolSelection.skipIde, coreConfig: coreConfig, customContent: customContentConfig, - enableAgentVibes: agentVibesConfig.enabled, - agentVibesInstalled: agentVibesConfig.alreadyInstalled, }; } /** * Prompt for tool/IDE selection (called after module configuration) * @param {string} projectDir - Project directory to check for existing IDEs - * @param {Array} selectedModules - Selected modules from configuration * @returns {Object} Tool configuration */ - async promptToolSelection(projectDir, selectedModules) { + async promptToolSelection(projectDir) { // Check for existing configured IDEs - use findBmadDir to detect custom folder names const { Detector } = require('../installers/lib/core/detector'); const { Installer } = require('../installers/lib/core/installer'); @@ -608,25 +556,6 @@ class UI { if (result.modules && result.modules.length > 0) { console.log(chalk.dim(`Modules: ${result.modules.join(', ')}`)); } - if (result.agentVibesEnabled) { - console.log(chalk.dim(`TTS: Enabled`)); - } - - // TTS injection info (simplified) - if (result.ttsInjectedFiles && result.ttsInjectedFiles.length > 0) { - console.log(chalk.dim(`\n💡 TTS enabled for ${result.ttsInjectedFiles.length} agent(s)`)); - console.log(chalk.dim(' Agents will now speak when using AgentVibes')); - } - - console.log(chalk.yellow('\nThank you for helping test the early release version of the new BMad Core and BMad Method!')); - console.log(chalk.cyan('Stable Beta coming soon - please read the full README.md and linked documentation to get started!')); - - // Add changelog link at the end - console.log( - chalk.magenta( - "\n📋 Want to see what's new? Check out the changelog: https://github.com/bmad-code-org/BMAD-METHOD/blob/main/CHANGELOG.md", - ), - ); } /** @@ -1061,136 +990,6 @@ class UI { return path.resolve(expanded); } - /** - * @function promptAgentVibes - * @intent Ask user if they want AgentVibes TTS integration during BMAD installation - * @why Enables optional voice features without forcing TTS on users who don't want it - * @param {string} projectDir - Absolute path to user's project directory - * @returns {Promise} Configuration object: { enabled: boolean, alreadyInstalled: boolean } - * @sideeffects None - pure user input collection, no files written - * @edgecases Shows warning if user enables TTS but AgentVibes not detected - * @calledby promptInstall() during installation flow, after core config, before IDE selection - * @calls checkAgentVibesInstalled(), prompts.select(), chalk.green/yellow/dim() - * - * AI NOTE: This prompt is strategically positioned in installation flow: - * - AFTER core config (user_name, etc) - * - BEFORE IDE selection (which can hang on Windows/PowerShell) - * - * Flow Logic: - * 1. Auto-detect if AgentVibes already installed (checks for hook files) - * 2. Show detection status to user (green checkmark or gray "not detected") - * 3. Prompt: "Enable AgentVibes TTS?" (defaults to true if detected) - * 4. If user says YES but AgentVibes NOT installed: - * → Show warning with installation link (graceful degradation) - * 5. Return config to promptInstall(), which passes to installer.install() - * - * State Flow: - * promptAgentVibes() → { enabled, alreadyInstalled } - * ↓ - * promptInstall() → config.enableAgentVibes - * ↓ - * installer.install() → this.enableAgentVibes - * ↓ - * processTTSInjectionPoints() → injects OR strips markers - * - * RELATED: - * ======== - * - Detection: checkAgentVibesInstalled() - looks for bmad-speak.sh and play-tts.sh - * - Processing: installer.js::processTTSInjectionPoints() - * - Markers: src/core/workflows/party-mode/instructions.md:101, src/modules/bmm/agents/*.md - * - GitHub Issue: paulpreibisch/AgentVibes#36 - */ - async promptAgentVibes(projectDir) { - CLIUtils.displaySection('🎤 Voice Features', 'Enable TTS for multi-agent conversations'); - - // Check if AgentVibes is already installed - const agentVibesInstalled = await this.checkAgentVibesInstalled(projectDir); - - if (agentVibesInstalled) { - console.log(chalk.green(' ✓ AgentVibes detected')); - } else { - console.log(chalk.dim(' AgentVibes not detected')); - } - - const enableTts = await prompts.confirm({ - message: 'Enable Agents to Speak Out loud (powered by Agent Vibes? Claude Code only currently)', - default: false, - }); - - if (enableTts && !agentVibesInstalled) { - console.log(chalk.yellow('\n ⚠️ AgentVibes not installed')); - console.log(chalk.dim(' Install AgentVibes separately to enable TTS:')); - console.log(chalk.dim(' https://github.com/paulpreibisch/AgentVibes\n')); - } - - return { - enabled: enableTts, - alreadyInstalled: agentVibesInstalled, - }; - } - - /** - * @function checkAgentVibesInstalled - * @intent Detect if AgentVibes TTS hooks are present in user's project - * @why Allows auto-enabling TTS and showing helpful installation guidance - * @param {string} projectDir - Absolute path to user's project directory - * @returns {Promise} true if both required AgentVibes hooks exist, false otherwise - * @sideeffects None - read-only file existence checks - * @edgecases Returns false if either hook missing (both required for functional TTS) - * @calledby promptAgentVibes() to determine default value and show detection status - * @calls fs.pathExists() twice (bmad-speak.sh, play-tts.sh) - * - * AI NOTE: This checks for the MINIMUM viable AgentVibes installation. - * - * Required Files: - * =============== - * 1. .claude/hooks/bmad-speak.sh - * - Maps agent display names → agent IDs → voice profiles - * - Calls play-tts.sh with agent's assigned voice - * - Created by AgentVibes installer - * - * 2. .claude/hooks/play-tts.sh - * - Core TTS router (ElevenLabs or Piper) - * - Provider-agnostic interface - * - Required by bmad-speak.sh - * - * Why Both Required: - * ================== - * - bmad-speak.sh alone: No TTS backend - * - play-tts.sh alone: No BMAD agent voice mapping - * - Both together: Full party mode TTS integration - * - * Detection Strategy: - * =================== - * We use simple file existence (not version checks) because: - * - Fast and reliable - * - Works across all AgentVibes versions - * - User will discover version issues when TTS runs (fail-fast) - * - * PATTERN: Adding New Detection Criteria - * ======================================= - * If future AgentVibes features require additional files: - * 1. Add new pathExists check to this function - * 2. Update documentation in promptAgentVibes() - * 3. Consider: should missing file prevent detection or just log warning? - * - * RELATED: - * ======== - * - AgentVibes Installer: creates these hooks - * - bmad-speak.sh: calls play-tts.sh with agent voices - * - Party Mode: uses bmad-speak.sh for agent dialogue - */ - async checkAgentVibesInstalled(projectDir) { - const fs = require('fs-extra'); - const path = require('node:path'); - - // Check for AgentVibes hook files - const hookPath = path.join(projectDir, '.claude', 'hooks', 'bmad-speak.sh'); - const playTtsPath = path.join(projectDir, '.claude', 'hooks', 'play-tts.sh'); - - return (await fs.pathExists(hookPath)) && (await fs.pathExists(playTtsPath)); - } - /** * Load existing configurations to use as defaults * @param {string} directory - Installation directory @@ -1201,7 +1000,6 @@ class UI { hasCustomContent: false, coreConfig: {}, ideConfig: { ides: [], skipIde: false }, - agentVibesConfig: { enabled: false, alreadyInstalled: false }, }; try { @@ -1215,10 +1013,6 @@ class UI { configs.ideConfig.skipIde = false; } - // Load AgentVibes configuration - const agentVibesInstalled = await this.checkAgentVibesInstalled(directory); - configs.agentVibesConfig = { enabled: agentVibesInstalled, alreadyInstalled: agentVibesInstalled }; - return configs; } catch { // If loading fails, return empty configs From 2b7f7ff42167ab22a5c79497a36b74ed997041cc Mon Sep 17 00:00:00 2001 From: Brian Madison Date: Wed, 14 Jan 2026 23:48:50 -0600 Subject: [PATCH 09/31] minor updates to installer multiselects --- tools/cli/installers/lib/ide/antigravity.js | 2 +- tools/cli/installers/lib/ide/claude-code.js | 2 +- tools/cli/lib/prompts.js | 1 + tools/cli/lib/ui.js | 138 +++++++++++--------- 4 files changed, 77 insertions(+), 66 deletions(-) diff --git a/tools/cli/installers/lib/ide/antigravity.js b/tools/cli/installers/lib/ide/antigravity.js index 57071cdc..9de0cfbf 100644 --- a/tools/cli/installers/lib/ide/antigravity.js +++ b/tools/cli/installers/lib/ide/antigravity.js @@ -345,7 +345,7 @@ class AntigravitySetup extends BaseIdeSetup { }; const selected = await prompts.multiselect({ - message: `Select subagents to install ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`, + message: `Select subagents to install ${chalk.dim('(↑/↓ navigates multiselect, SPACE toggles, A to toggles All, ENTER confirm)')}:`, choices: subagentConfig.files.map((file) => ({ name: `${file.replace('.md', '')} - ${subagentInfo[file] || 'Specialized assistant'}`, value: file, diff --git a/tools/cli/installers/lib/ide/claude-code.js b/tools/cli/installers/lib/ide/claude-code.js index 02c65b40..1da64f81 100644 --- a/tools/cli/installers/lib/ide/claude-code.js +++ b/tools/cli/installers/lib/ide/claude-code.js @@ -353,7 +353,7 @@ class ClaudeCodeSetup extends BaseIdeSetup { }; const selected = await prompts.multiselect({ - message: `Select subagents to install ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`, + message: `Select subagents to install ${chalk.dim('(↑/↓ navigates multiselect, SPACE toggles, A to toggles All, ENTER confirm)')}:`, options: subagentConfig.files.map((file) => ({ label: `${file.replace('.md', '')} - ${subagentInfo[file] || 'Specialized assistant'}`, value: file, diff --git a/tools/cli/lib/prompts.js b/tools/cli/lib/prompts.js index 96b80ba1..5d85e2b4 100644 --- a/tools/cli/lib/prompts.js +++ b/tools/cli/lib/prompts.js @@ -184,6 +184,7 @@ async function groupMultiselect(options) { options: options.options, initialValues: options.initialValues, required: options.required || false, + selectableGroups: options.selectableGroups || false, }); await handleCancel(result); diff --git a/tools/cli/lib/ui.js b/tools/cli/lib/ui.js index 2080e868..f14a77cb 100644 --- a/tools/cli/lib/ui.js +++ b/tools/cli/lib/ui.js @@ -395,7 +395,7 @@ class UI { const processedIdes = new Set(); const initialValues = []; - // First, add previously configured IDEs at the top, marked with ✅ + // First, add previously configured IDEs, marked with ✅ if (configuredIdes.length > 0) { const configuredGroup = []; for (const ideValue of configuredIdes) { @@ -447,42 +447,33 @@ class UI { })); } + // Add standalone "None" option at the end + groupedOptions[' '] = [ + { + label: '⚠ None - I am not installing any tools', + value: '__NONE__', + }, + ]; + let selectedIdes = []; - let userConfirmedNoTools = false; - // Loop until user selects at least one tool OR explicitly confirms no tools - while (!userConfirmedNoTools) { - selectedIdes = await prompts.groupMultiselect({ - message: `Select tools to configure ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`, - options: groupedOptions, - initialValues: initialValues.length > 0 ? initialValues : undefined, - required: false, - }); + selectedIdes = await prompts.groupMultiselect({ + message: `Select tools to configure ${chalk.dim('(↑/↓ navigates multiselect, SPACE toggles, A to toggles All, ENTER confirm)')}:`, + options: groupedOptions, + initialValues: initialValues.length > 0 ? initialValues : undefined, + required: true, + selectableGroups: false, + }); - // If tools were selected, we're done - if (selectedIdes && selectedIdes.length > 0) { - break; - } - - // Warn that no tools were selected - users often miss the spacebar requirement + // If user selected both "__NONE__" and other tools, honor the "None" choice + if (selectedIdes && selectedIdes.includes('__NONE__') && selectedIdes.length > 1) { console.log(); - console.log(chalk.red.bold('⚠️ WARNING: No tools were selected!')); - console.log(chalk.red(' You must press SPACE to select items, then ENTER to confirm.')); - console.log(chalk.red(' Simply highlighting an item does NOT select it.')); + console.log(chalk.yellow('⚠️ "None - I am not installing any tools" was selected, so no tools will be configured.')); console.log(); - - const goBack = await prompts.confirm({ - message: chalk.yellow('Would you like to go back and select at least one tool?'), - default: true, - }); - - if (goBack) { - // Re-display a message before looping back - console.log(); - } else { - // User explicitly chose to proceed without tools - userConfirmedNoTools = true; - } + selectedIdes = []; + } else if (selectedIdes && selectedIdes.includes('__NONE__')) { + // Only "__NONE__" was selected + selectedIdes = []; } return { @@ -509,27 +500,6 @@ class UI { return { backupFirst, preserveCustomizations }; } - /** - * Prompt for module selection - * @param {Array} modules - Available modules - * @returns {Array} Selected modules - */ - async promptModules(modules) { - const choices = modules.map((mod) => ({ - name: `${mod.name} - ${mod.description}`, - value: mod.id, - checked: false, - })); - - const selectedModules = await prompts.multiselect({ - message: `Select modules to add ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`, - choices, - required: true, - }); - - return selectedModules; - } - /** * Confirm action * @param {string} message - Confirmation message @@ -697,20 +667,40 @@ class UI { * @param {Array} moduleChoices - Available module choices * @returns {Array} Selected module IDs */ - async selectModules(moduleChoices, defaultSelections = []) { - // Mark choices as checked based on defaultSelections + async selectModules(moduleChoices, defaultSelections = null) { + // If defaultSelections is provided, use it to override checked state + // Otherwise preserve the checked state from moduleChoices (set by getModuleChoices) const choicesWithDefaults = moduleChoices.map((choice) => ({ ...choice, - checked: defaultSelections.includes(choice.value), + ...(defaultSelections === null ? {} : { checked: defaultSelections.includes(choice.value) }), })); + // Add a "None" option at the end for users who changed their mind + const choicesWithSkipOption = [ + ...choicesWithDefaults, + { + value: '__NONE__', + label: '⚠ None / I changed my mind - skip module installation', + checked: false, + }, + ]; + const selected = await prompts.multiselect({ - message: `Select modules to install ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`, - choices: choicesWithDefaults, - required: false, + message: `Select modules to install ${chalk.dim('(↑/↓ navigates multiselect, SPACE toggles, A to toggles All, ENTER confirm)')}:`, + choices: choicesWithSkipOption, + required: true, }); - return selected || []; + // If user selected both "__NONE__" and other items, honor the "None" choice + if (selected && selected.includes('__NONE__') && selected.length > 1) { + console.log(); + console.log(chalk.yellow('⚠️ "None / I changed my mind" was selected, so no modules will be installed.')); + console.log(); + return []; + } + + // Filter out the special '__NONE__' value + return selected ? selected.filter((m) => m !== '__NONE__') : []; } /** @@ -1255,12 +1245,32 @@ class UI { checked: m.checked, })); + // Add "None / I changed my mind" option at the end + const choicesWithSkip = [ + ...selectChoices, + { + name: '⚠ None / I changed my mind - keep no custom modules', + value: '__NONE__', + checked: false, + }, + ]; + const keepModules = await prompts.multiselect({ - message: `Select custom modules to keep ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`, - choices: selectChoices, - required: false, + message: `Select custom modules to keep ${chalk.dim('(↑/↓ navigates multiselect, SPACE toggles, A to toggles All, ENTER confirm)')}:`, + choices: choicesWithSkip, + required: true, }); - result.selectedCustomModules = keepModules || []; + + // If user selected both "__NONE__" and other modules, honor the "None" choice + if (keepModules && keepModules.includes('__NONE__') && keepModules.length > 1) { + console.log(); + console.log(chalk.yellow('⚠️ "None / I changed my mind" was selected, so no custom modules will be kept.')); + console.log(); + result.selectedCustomModules = []; + } else { + // Filter out the special '__NONE__' value + result.selectedCustomModules = keepModules ? keepModules.filter((m) => m !== '__NONE__') : []; + } break; } From 66e7d3a36de15493ca9c9e9da5327674108ffedb Mon Sep 17 00:00:00 2001 From: Murat K Ozcan <34237651+muratkeremozcan@users.noreply.github.com> Date: Thu, 15 Jan 2026 13:18:37 -0600 Subject: [PATCH 10/31] =?UTF-8?q?docs:=20tea=20in=204;=20Di=C3=A1taxis=20(?= =?UTF-8?q?#1320)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit * docs: tea in 4; Diátaxis * docs: addressed review comments * docs: refined the docs --- docs/explanation/features/tea-overview.md | 36 +- docs/explanation/tea/engagement-models.md | 710 ++++++++++++++ docs/explanation/tea/fixture-architecture.md | 457 +++++++++ docs/explanation/tea/knowledge-base-system.md | 554 +++++++++++ .../explanation/tea/network-first-patterns.md | 853 ++++++++++++++++ docs/explanation/tea/risk-based-testing.md | 586 +++++++++++ .../explanation/tea/test-quality-standards.md | 907 ++++++++++++++++++ .../brownfield/use-tea-with-existing-tests.md | 577 +++++++++++ .../enable-tea-mcp-enhancements.md | 424 ++++++++ .../integrate-playwright-utils.md | 813 ++++++++++++++++ .../enterprise/use-tea-for-enterprise.md | 526 ++++++++++ docs/how-to/workflows/run-atdd.md | 436 +++++++++ docs/how-to/workflows/run-automate.md | 653 +++++++++++++ docs/how-to/workflows/run-nfr-assess.md | 679 +++++++++++++ docs/how-to/workflows/run-test-review.md | 605 ++++++++++++ docs/how-to/workflows/run-trace.md | 883 +++++++++++++++++ docs/how-to/workflows/setup-ci.md | 712 ++++++++++++++ docs/reference/glossary/index.md | 211 ++-- docs/reference/tea/commands.md | 254 +++++ docs/reference/tea/configuration.md | 678 +++++++++++++ docs/reference/tea/knowledge-base.md | 340 +++++++ .../getting-started/tea-lite-quickstart.md | 463 +++++++++ package.json | 7 +- 23 files changed, 12271 insertions(+), 93 deletions(-) create mode 100644 docs/explanation/tea/engagement-models.md create mode 100644 docs/explanation/tea/fixture-architecture.md create mode 100644 docs/explanation/tea/knowledge-base-system.md create mode 100644 docs/explanation/tea/network-first-patterns.md create mode 100644 docs/explanation/tea/risk-based-testing.md create mode 100644 docs/explanation/tea/test-quality-standards.md create mode 100644 docs/how-to/brownfield/use-tea-with-existing-tests.md create mode 100644 docs/how-to/customization/enable-tea-mcp-enhancements.md create mode 100644 docs/how-to/customization/integrate-playwright-utils.md create mode 100644 docs/how-to/enterprise/use-tea-for-enterprise.md create mode 100644 docs/how-to/workflows/run-atdd.md create mode 100644 docs/how-to/workflows/run-automate.md create mode 100644 docs/how-to/workflows/run-nfr-assess.md create mode 100644 docs/how-to/workflows/run-test-review.md create mode 100644 docs/how-to/workflows/run-trace.md create mode 100644 docs/how-to/workflows/setup-ci.md create mode 100644 docs/reference/tea/commands.md create mode 100644 docs/reference/tea/configuration.md create mode 100644 docs/reference/tea/knowledge-base.md create mode 100644 docs/tutorials/getting-started/tea-lite-quickstart.md diff --git a/docs/explanation/features/tea-overview.md b/docs/explanation/features/tea-overview.md index 3fb95ab5..279f45b5 100644 --- a/docs/explanation/features/tea-overview.md +++ b/docs/explanation/features/tea-overview.md @@ -23,11 +23,16 @@ BMad does not mandate TEA. There are five valid ways to use it (or skip it). Pic 1. **No TEA** - Skip all TEA workflows. Use your existing team testing approach. -2. **TEA-only (Standalone)** +2. **TEA Solo (Standalone)** - Use TEA on a non-BMad project. Bring your own requirements, acceptance criteria, and environments. - Typical sequence: `*test-design` (system or epic) -> `*atdd` and/or `*automate` -> optional `*test-review` -> `*trace` for coverage and gate decisions. - Run `*framework` or `*ci` only if you want TEA to scaffold the harness or pipeline; they work best after you decide the stack/architecture. +**TEA Lite (Beginner Approach):** + - Simplest way to use TEA - just use `*automate` to test existing features. + - Perfect for learning TEA fundamentals in 30 minutes. + - See [TEA Lite Quickstart Tutorial](/docs/tutorials/getting-started/tea-lite-quickstart.md). + 3. **Integrated: Greenfield - BMad Method (Simple/Standard Work)** - Phase 3: system-level `*test-design`, then `*framework` and `*ci`. - Phase 4: per-epic `*test-design`, optional `*atdd`, then `*automate` and optional `*test-review`. @@ -55,8 +60,8 @@ If you are unsure, default to the integrated path for your track and adjust late | `*framework` | Playwright/Cypress scaffold, `.env.example`, `.nvmrc`, sample specs | Use when no production-ready harness exists | - | | `*ci` | CI workflow, selective test scripts, secrets checklist | Platform-aware (GitHub Actions default) | - | | `*test-design` | Combined risk assessment, mitigation plan, and coverage strategy | Risk scoring + optional exploratory mode | **+ Exploratory**: Interactive UI discovery with browser automation (uncover actual functionality) | -| `*atdd` | Failing acceptance tests + implementation checklist | TDD red phase + optional recording mode | **+ Recording**: AI generation verified with live browser (accurate selectors from real DOM) | -| `*automate` | Prioritized specs, fixtures, README/script updates, DoD summary | Optional healing/recording, avoid duplicate coverage | **+ Healing**: Pattern fixes enhanced with visual debugging + **+ Recording**: AI verified with live browser | +| `*atdd` | Failing acceptance tests + implementation checklist | TDD red phase + optional recording mode | **+ Recording**: UI selectors verified with live browser; API tests benefit from trace analysis | +| `*automate` | Prioritized specs, fixtures, README/script updates, DoD summary | Optional healing/recording, avoid duplicate coverage | **+ Healing**: Visual debugging + trace analysis for test fixes; **+ Recording**: Verified selectors (UI) + network inspection (API) | | `*test-review` | Test quality review report with 0-100 score, violations, fixes | Reviews tests against knowledge base patterns | - | | `*nfr-assess` | NFR assessment report with actions | Focus on security/performance/reliability | - | | `*trace` | Phase 1: Coverage matrix, recommendations. Phase 2: Gate decision (PASS/CONCERNS/FAIL/WAIVED) | Two-phase workflow: traceability + gate decision | - | @@ -279,6 +284,31 @@ These cheat sheets map TEA workflows to the **BMad Method and Enterprise tracks* **Related how-to guides:** - [How to Run Test Design](/docs/how-to/workflows/run-test-design.md) - [How to Set Up a Test Framework](/docs/how-to/workflows/setup-test-framework.md) +- [How to Run ATDD](/docs/how-to/workflows/run-atdd.md) +- [How to Run Automate](/docs/how-to/workflows/run-automate.md) +- [How to Run Test Review](/docs/how-to/workflows/run-test-review.md) +- [How to Set Up CI Pipeline](/docs/how-to/workflows/setup-ci.md) +- [How to Run NFR Assessment](/docs/how-to/workflows/run-nfr-assess.md) +- [How to Run Trace](/docs/how-to/workflows/run-trace.md) + +## Deep Dive Concepts + +Want to understand TEA principles and patterns in depth? + +**Core Principles:** +- [Risk-Based Testing](/docs/explanation/tea/risk-based-testing.md) - Probability × impact scoring, P0-P3 priorities +- [Test Quality Standards](/docs/explanation/tea/test-quality-standards.md) - Definition of Done, determinism, isolation +- [Knowledge Base System](/docs/explanation/tea/knowledge-base-system.md) - Context engineering with tea-index.csv + +**Technical Patterns:** +- [Fixture Architecture](/docs/explanation/tea/fixture-architecture.md) - Pure function → fixture → composition +- [Network-First Patterns](/docs/explanation/tea/network-first-patterns.md) - Eliminating flakiness with intercept-before-navigate + +**Engagement & Strategy:** +- [Engagement Models](/docs/explanation/tea/engagement-models.md) - TEA Lite, TEA Solo, TEA Integrated (5 models explained) + +**Philosophy:** +- [Testing as Engineering](/docs/explanation/philosophy/testing-as-engineering.md) - **Start here to understand WHY TEA exists** - The problem with AI-generated tests and TEA's three-part solution ## Optional Integrations diff --git a/docs/explanation/tea/engagement-models.md b/docs/explanation/tea/engagement-models.md new file mode 100644 index 00000000..7bb65afd --- /dev/null +++ b/docs/explanation/tea/engagement-models.md @@ -0,0 +1,710 @@ +--- +title: "TEA Engagement Models Explained" +description: Understanding the five ways to use TEA - from standalone to full BMad Method integration +--- + +# TEA Engagement Models Explained + +TEA is optional and flexible. There are five valid ways to engage with TEA - choose intentionally based on your project needs and methodology. + +## Overview + +**TEA is not mandatory.** Pick the engagement model that fits your context: + +1. **No TEA** - Skip all TEA workflows, use existing testing approach +2. **TEA Solo** - Use TEA standalone without BMad Method +3. **TEA Lite** - Beginner approach using just `*automate` +4. **TEA Integrated (Greenfield)** - Full BMad Method integration from scratch +5. **TEA Integrated (Brownfield)** - Full BMad Method integration with existing code + +## The Problem + +### One-Size-Fits-All Doesn't Work + +**Traditional testing tools force one approach:** +- Must use entire framework +- All-or-nothing adoption +- No flexibility for different project types +- Teams abandon tool if it doesn't fit + +**TEA recognizes:** +- Different projects have different needs +- Different teams have different maturity levels +- Different contexts require different approaches +- Flexibility increases adoption + +## The Five Engagement Models + +### Model 1: No TEA + +**What:** Skip all TEA workflows, use your existing testing approach. + +**When to Use:** +- Team has established testing practices +- Quality is already high +- Testing tools already in place +- TEA doesn't add value + +**What You Miss:** +- Risk-based test planning +- Systematic quality review +- Gate decisions with evidence +- Knowledge base patterns + +**What You Keep:** +- Full control +- Existing tools +- Team expertise +- No learning curve + +**Example:** +``` +Your team: +- 10-year veteran QA team +- Established testing practices +- High-quality test suite +- No problems to solve + +Decision: Skip TEA, keep what works +``` + +**Verdict:** Valid choice if existing approach works. + +--- + +### Model 2: TEA Solo + +**What:** Use TEA workflows standalone without full BMad Method integration. + +**When to Use:** +- Non-BMad projects +- Want TEA's quality operating model only +- Don't need full planning workflow +- Bring your own requirements + +**Typical Sequence:** +``` +1. *test-design (system or epic) +2. *atdd or *automate +3. *test-review (optional) +4. *trace (coverage + gate decision) +``` + +**You Bring:** +- Requirements (user stories, acceptance criteria) +- Development environment +- Project context + +**TEA Provides:** +- Risk-based test planning (`*test-design`) +- Test generation (`*atdd`, `*automate`) +- Quality review (`*test-review`) +- Coverage traceability (`*trace`) + +**Optional:** +- Framework setup (`*framework`) if needed +- CI configuration (`*ci`) if needed + +**Example:** +``` +Your project: +- Using Scrum (not BMad Method) +- Jira for story management +- Need better test strategy + +Workflow: +1. Export stories from Jira +2. Run *test-design on epic +3. Run *atdd for each story +4. Implement features +5. Run *trace for coverage +``` + +**Verdict:** Best for teams wanting TEA benefits without BMad Method commitment. + +--- + +### Model 3: TEA Lite + +**What:** Beginner approach using just `*automate` to test existing features. + +**When to Use:** +- Learning TEA fundamentals +- Want quick results +- Testing existing application +- No time for full methodology + +**Workflow:** +``` +1. *framework (setup test infrastructure) +2. *test-design (optional, risk assessment) +3. *automate (generate tests for existing features) +4. Run tests (they pass immediately) +``` + +**Example:** +``` +Beginner developer: +- Never used TEA before +- Want to add tests to existing app +- 30 minutes available + +Steps: +1. Run *framework +2. Run *automate on TodoMVC demo +3. Tests generated and passing +4. Learn TEA basics +``` + +**What You Get:** +- Working test framework +- Passing tests for existing features +- Learning experience +- Foundation to expand + +**What You Miss:** +- TDD workflow (ATDD) +- Risk-based planning (test-design depth) +- Quality gates (trace Phase 2) +- Full TEA capabilities + +**Verdict:** Perfect entry point for beginners. + +--- + +### Model 4: TEA Integrated (Greenfield) + +**What:** Full BMad Method integration with TEA workflows across all phases. + +**When to Use:** +- New projects starting from scratch +- Using BMad Method or Enterprise track +- Want complete quality operating model +- Testing is critical to success + +**Lifecycle:** + +**Phase 2: Planning** +- PM creates PRD with NFRs +- (Optional) TEA runs `*nfr-assess` (Enterprise only) + +**Phase 3: Solutioning** +- Architect creates architecture +- TEA runs `*test-design` (system-level) → testability review +- TEA runs `*framework` → test infrastructure +- TEA runs `*ci` → CI/CD pipeline +- Architect runs `*implementation-readiness` (fed by test design) + +**Phase 4: Implementation (Per Epic)** +- SM runs `*sprint-planning` +- TEA runs `*test-design` (epic-level) → risk assessment for THIS epic +- SM creates stories +- (Optional) TEA runs `*atdd` → failing tests before dev +- DEV implements story +- TEA runs `*automate` → expand coverage +- (Optional) TEA runs `*test-review` → quality audit +- TEA runs `*trace` Phase 1 → refresh coverage + +**Release Gate:** +- (Optional) TEA runs `*test-review` → final audit +- (Optional) TEA runs `*nfr-assess` → validate NFRs +- TEA runs `*trace` Phase 2 → gate decision (PASS/CONCERNS/FAIL/WAIVED) + +**What You Get:** +- Complete quality operating model +- Systematic test planning +- Risk-based prioritization +- Evidence-based gate decisions +- Consistent patterns across epics + +**Example:** +``` +New SaaS product: +- 50 stories across 8 epics +- Security critical +- Need quality gates + +Workflow: +- Phase 2: Define NFRs in PRD +- Phase 3: Architecture → test design → framework → CI +- Phase 4: Per epic: test design → ATDD → dev → automate → review → trace +- Gate: NFR assess → trace Phase 2 → decision +``` + +**Verdict:** Most comprehensive TEA usage, best for structured teams. + +--- + +### Model 5: TEA Integrated (Brownfield) + +**What:** Full BMad Method integration with TEA for existing codebases. + +**When to Use:** +- Existing codebase with legacy tests +- Want to improve test quality incrementally +- Adding features to existing application +- Need to establish coverage baseline + +**Differences from Greenfield:** + +**Phase 0: Documentation (if needed)** +``` +- Run *document-project +- Create baseline documentation +``` + +**Phase 2: Planning** +``` +- TEA runs *trace Phase 1 → establish coverage baseline +- PM creates PRD (with existing system context) +``` + +**Phase 3: Solutioning** +``` +- Architect creates architecture (with brownfield constraints) +- TEA runs *test-design (system-level) → testability review +- TEA runs *framework (only if modernizing test infra) +- TEA runs *ci (update existing CI or create new) +``` + +**Phase 4: Implementation** +``` +- TEA runs *test-design (epic-level) → focus on REGRESSION HOTSPOTS +- Per story: ATDD → dev → automate +- TEA runs *test-review → improve legacy test quality +- TEA runs *trace Phase 1 → track coverage improvement +``` + +**Brownfield-Specific:** +- Baseline coverage BEFORE planning +- Focus on regression hotspots (bug-prone areas) +- Incremental quality improvement +- Compare coverage to baseline (trending up?) + +**Example:** +``` +Legacy e-commerce platform: +- 200 existing tests (30% passing, 70% flaky) +- Adding new checkout flow +- Want to improve quality + +Workflow: +1. Phase 2: *trace baseline → 30% coverage +2. Phase 3: *test-design → identify regression risks +3. Phase 4: Fix top 20 flaky tests + add tests for new checkout +4. Gate: *trace → 60% coverage (2x improvement) +``` + +**Verdict:** Best for incrementally improving legacy systems. + +--- + +## Decision Guide: Which Model? + +### Quick Decision Tree + +```mermaid +%%{init: {'theme':'base', 'themeVariables': { 'fontSize':'14px'}}}%% +flowchart TD + Start([Choose TEA Model]) --> BMad{Using
BMad Method?} + + BMad -->|No| NonBMad{Project Type?} + NonBMad -->|Learning| Lite[TEA Lite
Just *automate
30 min tutorial] + NonBMad -->|Serious Project| Solo[TEA Solo
Standalone workflows
Full capabilities] + + BMad -->|Yes| WantTEA{Want TEA?} + WantTEA -->|No| None[No TEA
Use existing approach
Valid choice] + WantTEA -->|Yes| ProjectType{New or
Existing?} + + ProjectType -->|New Project| Green[TEA Integrated
Greenfield
Full lifecycle] + ProjectType -->|Existing Code| Brown[TEA Integrated
Brownfield
Baseline + improve] + + Green --> Compliance{Compliance
Needs?} + Compliance -->|Yes| Enterprise[Enterprise Track
NFR + audit trails] + Compliance -->|No| Method[BMad Method Track
Standard quality] + + style Lite fill:#bbdefb,stroke:#1565c0,stroke-width:2px + style Solo fill:#c5cae9,stroke:#283593,stroke-width:2px + style None fill:#e0e0e0,stroke:#616161,stroke-width:1px + style Green fill:#c8e6c9,stroke:#2e7d32,stroke-width:2px + style Brown fill:#fff9c4,stroke:#f57f17,stroke-width:2px + style Enterprise fill:#f3e5f5,stroke:#6a1b9a,stroke-width:2px + style Method fill:#e1f5fe,stroke:#01579b,stroke-width:2px +``` + +**Decision Path Examples:** +- Learning TEA → TEA Lite (blue) +- Non-BMad project → TEA Solo (purple) +- BMad + new project + compliance → Enterprise (purple) +- BMad + existing code → Brownfield (yellow) +- Don't want TEA → No TEA (gray) + +### By Project Type + +| Project Type | Recommended Model | Why | +|--------------|------------------|-----| +| **New SaaS product** | TEA Integrated (Greenfield) | Full quality operating model from day one | +| **Existing app + new feature** | TEA Integrated (Brownfield) | Improve incrementally while adding features | +| **Bug fix** | TEA Lite or No TEA | Quick flow, minimal overhead | +| **Learning project** | TEA Lite | Learn basics with immediate results | +| **Non-BMad enterprise** | TEA Solo | Quality model without full methodology | +| **High-quality existing tests** | No TEA | Keep what works | + +### By Team Maturity + +| Team Maturity | Recommended Model | Why | +|---------------|------------------|-----| +| **Beginners** | TEA Lite → TEA Solo | Learn basics, then expand | +| **Intermediate** | TEA Solo or Integrated | Depends on methodology | +| **Advanced** | TEA Integrated or No TEA | Full model or existing expertise | + +### By Compliance Needs + +| Compliance | Recommended Model | Why | +|------------|------------------|-----| +| **None** | Any model | Choose based on project needs | +| **Light** (internal audit) | TEA Solo or Integrated | Gate decisions helpful | +| **Heavy** (SOC 2, HIPAA) | TEA Integrated (Enterprise) | NFR assessment mandatory | + +## Switching Between Models + +### Can Change Models Mid-Project + +**Scenario:** Start with TEA Lite, expand to TEA Solo + +``` +Week 1: TEA Lite +- Run *framework +- Run *automate +- Learn basics + +Week 2: Expand to TEA Solo +- Add *test-design +- Use *atdd for new features +- Add *test-review + +Week 3: Continue expanding +- Add *trace for coverage +- Setup *ci +- Full TEA Solo workflow +``` + +**Benefit:** Start small, expand as comfortable. + +### Can Mix Models + +**Scenario:** TEA Integrated for main features, No TEA for bug fixes + +``` +Main features (epics): +- Use full TEA workflow +- Risk assessment, ATDD, quality gates + +Bug fixes: +- Skip TEA +- Quick Flow + manual testing +- Move fast + +Result: TEA where it adds value, skip where it doesn't +``` + +**Benefit:** Flexible, pragmatic, not dogmatic. + +## Comparison Table + +| Aspect | No TEA | TEA Lite | TEA Solo | Integrated (Green) | Integrated (Brown) | +|--------|--------|----------|----------|-------------------|-------------------| +| **BMad Required** | No | No | No | Yes | Yes | +| **Learning Curve** | None | Low | Medium | High | High | +| **Setup Time** | 0 | 30 min | 2 hours | 1 day | 2 days | +| **Workflows Used** | 0 | 2-3 | 4-6 | 8 | 8 | +| **Test Planning** | Manual | Optional | Yes | Systematic | + Regression focus | +| **Quality Gates** | No | No | Optional | Yes | Yes + baseline | +| **NFR Assessment** | No | No | No | Optional | Recommended | +| **Coverage Tracking** | Manual | No | Optional | Yes | Yes + trending | +| **Best For** | Experts | Beginners | Standalone | New projects | Legacy code | + +## Real-World Examples + +### Example 1: Startup (TEA Lite → TEA Integrated) + +**Month 1:** TEA Lite +``` +Team: 3 developers, no QA +Testing: Manual only +Decision: Start with TEA Lite + +Result: +- Run *framework (Playwright setup) +- Run *automate (20 tests generated) +- Learning TEA basics +``` + +**Month 3:** TEA Solo +``` +Team: Growing to 5 developers +Testing: Automated tests exist +Decision: Expand to TEA Solo + +Result: +- Add *test-design (risk assessment) +- Add *atdd (TDD workflow) +- Add *test-review (quality audits) +``` + +**Month 6:** TEA Integrated +``` +Team: 8 developers, 1 QA +Testing: Critical to business +Decision: Full BMad Method + TEA Integrated + +Result: +- Full lifecycle integration +- Quality gates before releases +- NFR assessment for enterprise customers +``` + +### Example 2: Enterprise (TEA Integrated - Brownfield) + +**Project:** Legacy banking application + +**Challenge:** +- 500 existing tests (50% flaky) +- Adding new features +- SOC 2 compliance required + +**Model:** TEA Integrated (Brownfield) + +**Phase 2:** +``` +- *trace baseline → 45% coverage (lots of gaps) +- Document current state +``` + +**Phase 3:** +``` +- *test-design (system) → identify regression hotspots +- *framework → modernize test infrastructure +- *ci → add selective testing +``` + +**Phase 4:** +``` +Per epic: +- *test-design → focus on regression + new features +- Fix top 10 flaky tests +- *atdd for new features +- *automate for coverage expansion +- *test-review → track quality improvement +- *trace → compare to baseline +``` + +**Result after 6 months:** +- Coverage: 45% → 85% +- Quality score: 52 → 82 +- Flakiness: 50% → 2% +- SOC 2 compliant (traceability + NFR evidence) + +### Example 3: Consultancy (TEA Solo) + +**Context:** Testing consultancy working with multiple clients + +**Challenge:** +- Different clients use different methodologies +- Need consistent testing approach +- Not always using BMad Method + +**Model:** TEA Solo (bring to any client project) + +**Workflow:** +``` +Client project 1 (Scrum): +- Import Jira stories +- Run *test-design +- Generate tests with *atdd/*automate +- Deliver quality report with *test-review + +Client project 2 (Kanban): +- Import requirements from Notion +- Same TEA workflow +- Consistent quality across clients + +Client project 3 (Ad-hoc): +- Document requirements manually +- Same TEA workflow +- Same patterns, different context +``` + +**Benefit:** Consistent testing approach regardless of client methodology. + +## Choosing Your Model + +### Start Here Questions + +**Question 1:** Are you using BMad Method? +- **No** → TEA Solo or TEA Lite or No TEA +- **Yes** → TEA Integrated or No TEA + +**Question 2:** Is this a new project? +- **Yes** → TEA Integrated (Greenfield) or TEA Lite +- **No** → TEA Integrated (Brownfield) or TEA Solo + +**Question 3:** What's your testing maturity? +- **Beginner** → TEA Lite +- **Intermediate** → TEA Solo or Integrated +- **Advanced** → TEA Integrated or No TEA (already expert) + +**Question 4:** Do you need compliance/quality gates? +- **Yes** → TEA Integrated (Enterprise) +- **No** → Any model + +**Question 5:** How much time can you invest? +- **30 minutes** → TEA Lite +- **Few hours** → TEA Solo +- **Multiple days** → TEA Integrated + +### Recommendation Matrix + +| Your Context | Recommended Model | Alternative | +|--------------|------------------|-------------| +| BMad Method + new project | TEA Integrated (Greenfield) | TEA Lite (learning) | +| BMad Method + existing code | TEA Integrated (Brownfield) | TEA Solo | +| Non-BMad + need quality | TEA Solo | TEA Lite | +| Just learning testing | TEA Lite | No TEA (learn basics first) | +| Enterprise + compliance | TEA Integrated (Enterprise) | TEA Solo | +| Established QA team | No TEA | TEA Solo (supplement) | + +## Transitioning Between Models + +### TEA Lite → TEA Solo + +**When:** Outgrow beginner approach, need more workflows. + +**Steps:** +1. Continue using `*framework` and `*automate` +2. Add `*test-design` for planning +3. Add `*atdd` for TDD workflow +4. Add `*test-review` for quality audits +5. Add `*trace` for coverage tracking + +**Timeline:** 2-4 weeks of gradual expansion + +### TEA Solo → TEA Integrated + +**When:** Adopt BMad Method, want full integration. + +**Steps:** +1. Install BMad Method (see installation guide) +2. Run planning workflows (PRD, architecture) +3. Integrate TEA into Phase 3 (system-level test design) +4. Follow integrated lifecycle (per epic workflows) +5. Add release gates (trace Phase 2) + +**Timeline:** 1-2 sprints of transition + +### TEA Integrated → TEA Solo + +**When:** Moving away from BMad Method, keep TEA. + +**Steps:** +1. Export BMad artifacts (PRD, architecture, stories) +2. Continue using TEA workflows standalone +3. Skip BMad-specific integration +4. Bring your own requirements to TEA + +**Timeline:** Immediate (just skip BMad workflows) + +## Common Patterns + +### Pattern 1: TEA Lite for Learning, Then Choose + +``` +Phase 1 (Week 1-2): TEA Lite +- Learn with *automate on demo app +- Understand TEA fundamentals +- Low commitment + +Phase 2 (Week 3-4): Evaluate +- Try *test-design (planning) +- Try *atdd (TDD) +- See if value justifies investment + +Phase 3 (Month 2+): Decide +- Valuable → Expand to TEA Solo or Integrated +- Not valuable → Stay with TEA Lite or No TEA +``` + +### Pattern 2: TEA Solo for Quality, Skip Full Method + +``` +Team decision: +- Don't want full BMad Method (too heavyweight) +- Want systematic testing (TEA benefits) + +Approach: TEA Solo only +- Use existing project management (Jira, Linear) +- Use TEA for testing only +- Get quality without methodology commitment +``` + +### Pattern 3: Integrated for Critical, Lite for Non-Critical + +``` +Critical features (payment, auth): +- Full TEA Integrated workflow +- Risk assessment, ATDD, quality gates +- High confidence required + +Non-critical features (UI tweaks): +- TEA Lite or No TEA +- Quick tests, minimal overhead +- Move fast +``` + +## Technical Implementation + +Each model uses different TEA workflows. See: +- [TEA Overview](/docs/explanation/features/tea-overview.md) - Model details +- [TEA Command Reference](/docs/reference/tea/commands.md) - Workflow reference +- [TEA Configuration](/docs/reference/tea/configuration.md) - Setup options + +## Related Concepts + +**Core TEA Concepts:** +- [Risk-Based Testing](/docs/explanation/tea/risk-based-testing.md) - Risk assessment in different models +- [Test Quality Standards](/docs/explanation/tea/test-quality-standards.md) - Quality across all models +- [Knowledge Base System](/docs/explanation/tea/knowledge-base-system.md) - Consistent patterns across models + +**Technical Patterns:** +- [Fixture Architecture](/docs/explanation/tea/fixture-architecture.md) - Infrastructure in different models +- [Network-First Patterns](/docs/explanation/tea/network-first-patterns.md) - Reliability in all models + +**Overview:** +- [TEA Overview](/docs/explanation/features/tea-overview.md) - 5 engagement models with cheat sheets +- [Testing as Engineering](/docs/explanation/philosophy/testing-as-engineering.md) - Design philosophy + +## Practical Guides + +**Getting Started:** +- [TEA Lite Quickstart Tutorial](/docs/tutorials/getting-started/tea-lite-quickstart.md) - Model 3: TEA Lite + +**Use-Case Guides:** +- [Using TEA with Existing Tests](/docs/how-to/brownfield/use-tea-with-existing-tests.md) - Model 5: Brownfield +- [Running TEA for Enterprise](/docs/how-to/enterprise/use-tea-for-enterprise.md) - Enterprise integration + +**All Workflow Guides:** +- [How to Run Test Design](/docs/how-to/workflows/run-test-design.md) - Used in TEA Solo and Integrated +- [How to Run ATDD](/docs/how-to/workflows/run-atdd.md) +- [How to Run Automate](/docs/how-to/workflows/run-automate.md) +- [How to Run Test Review](/docs/how-to/workflows/run-test-review.md) +- [How to Run Trace](/docs/how-to/workflows/run-trace.md) + +## Reference + +- [TEA Command Reference](/docs/reference/tea/commands.md) - All workflows explained +- [TEA Configuration](/docs/reference/tea/configuration.md) - Config per model +- [Glossary](/docs/reference/glossary/index.md#test-architect-tea-concepts) - TEA Lite, TEA Solo, TEA Integrated terms + +--- + +Generated with [BMad Method](https://bmad-method.org) - TEA (Test Architect) diff --git a/docs/explanation/tea/fixture-architecture.md b/docs/explanation/tea/fixture-architecture.md new file mode 100644 index 00000000..6b58d64f --- /dev/null +++ b/docs/explanation/tea/fixture-architecture.md @@ -0,0 +1,457 @@ +--- +title: "Fixture Architecture Explained" +description: Understanding TEA's pure function → fixture → composition pattern for reusable test utilities +--- + +# Fixture Architecture Explained + +Fixture architecture is TEA's pattern for building reusable, testable, and composable test utilities. The core principle: build pure functions first, wrap in framework fixtures second. + +## Overview + +**The Pattern:** +1. Write utility as pure function (unit-testable) +2. Wrap in framework fixture (Playwright, Cypress) +3. Compose fixtures with mergeTests (combine capabilities) +4. Package for reuse across projects + +**Why this order?** +- Pure functions are easier to test +- Fixtures depend on framework (less portable) +- Composition happens at fixture level +- Reusability maximized + +### Fixture Architecture Flow + +```mermaid +%%{init: {'theme':'base', 'themeVariables': { 'fontSize':'14px'}}}%% +flowchart TD + Start([Testing Need]) --> Pure[Step 1: Pure Function
helpers/api-request.ts] + Pure -->|Unit testable
Framework agnostic| Fixture[Step 2: Fixture Wrapper
fixtures/api-request.ts] + Fixture -->|Injects framework
dependencies| Compose[Step 3: Composition
fixtures/index.ts] + Compose -->|mergeTests| Use[Step 4: Use in Tests
tests/**.spec.ts] + + Pure -.->|Can test in isolation| UnitTest[Unit Tests
No framework needed] + Fixture -.->|Reusable pattern| Other[Other Projects
Package export] + Compose -.->|Combine utilities| Multi[Multiple Fixtures
One test] + + style Pure fill:#e3f2fd,stroke:#1565c0,stroke-width:2px + style Fixture fill:#fff3e0,stroke:#e65100,stroke-width:2px + style Compose fill:#f3e5f5,stroke:#6a1b9a,stroke-width:2px + style Use fill:#e8f5e9,stroke:#2e7d32,stroke-width:2px + style UnitTest fill:#c8e6c9,stroke:#2e7d32,stroke-width:1px + style Other fill:#c8e6c9,stroke:#2e7d32,stroke-width:1px + style Multi fill:#c8e6c9,stroke:#2e7d32,stroke-width:1px +``` + +**Benefits at Each Step:** +1. **Pure Function:** Testable, portable, reusable +2. **Fixture:** Framework integration, clean API +3. **Composition:** Combine capabilities, flexible +4. **Usage:** Simple imports, type-safe + +## The Problem + +### Framework-First Approach (Common Anti-Pattern) + +```typescript +// ❌ Bad: Built as fixture from the start +export const test = base.extend({ + apiRequest: async ({ request }, use) => { + await use(async (options) => { + const response = await request.fetch(options.url, { + method: options.method, + data: options.data + }); + + if (!response.ok()) { + throw new Error(`API request failed: ${response.status()}`); + } + + return response.json(); + }); + } +}); +``` + +**Problems:** +- Cannot unit test (requires Playwright context) +- Tied to framework (not reusable in other tools) +- Hard to compose with other fixtures +- Difficult to mock for testing the utility itself + +### Copy-Paste Utilities + +```typescript +// test-1.spec.ts +test('test 1', async ({ request }) => { + const response = await request.post('/api/users', { data: {...} }); + const body = await response.json(); + if (!response.ok()) throw new Error('Failed'); + // ... repeated in every test +}); + +// test-2.spec.ts +test('test 2', async ({ request }) => { + const response = await request.post('/api/users', { data: {...} }); + const body = await response.json(); + if (!response.ok()) throw new Error('Failed'); + // ... same code repeated +}); +``` + +**Problems:** +- Code duplication (violates DRY) +- Inconsistent error handling +- Hard to update (change 50 tests) +- No shared behavior + +## The Solution: Three-Step Pattern + +### Step 1: Pure Function + +```typescript +// helpers/api-request.ts + +/** + * Make API request with automatic error handling + * Pure function - no framework dependencies + */ +export async function apiRequest({ + request, // Passed in (dependency injection) + method, + url, + data, + headers = {} +}: ApiRequestParams): Promise { + const response = await request.fetch(url, { + method, + data, + headers + }); + + if (!response.ok()) { + throw new Error(`API request failed: ${response.status()}`); + } + + return { + status: response.status(), + body: await response.json() + }; +} + +// ✅ Can unit test this function! +describe('apiRequest', () => { + it('should throw on non-OK response', async () => { + const mockRequest = { + fetch: vi.fn().mockResolvedValue({ ok: () => false, status: () => 500 }) + }; + + await expect(apiRequest({ + request: mockRequest, + method: 'GET', + url: '/api/test' + })).rejects.toThrow('API request failed: 500'); + }); +}); +``` + +**Benefits:** +- Unit testable (mock dependencies) +- Framework-agnostic (works with any HTTP client) +- Easy to reason about (pure function) +- Portable (can use in Node scripts, CLI tools) + +### Step 2: Fixture Wrapper + +```typescript +// fixtures/api-request.ts +import { test as base } from '@playwright/test'; +import { apiRequest as apiRequestFn } from '../helpers/api-request'; + +/** + * Playwright fixture wrapping the pure function + */ +export const test = base.extend<{ apiRequest: typeof apiRequestFn }>({ + apiRequest: async ({ request }, use) => { + // Inject framework dependency (request) + await use((params) => apiRequestFn({ request, ...params })); + } +}); + +export { expect } from '@playwright/test'; +``` + +**Benefits:** +- Fixture provides framework context (request) +- Pure function handles logic +- Clean separation of concerns +- Can swap frameworks (Cypress, etc.) by changing wrapper only + +### Step 3: Composition with mergeTests + +```typescript +// fixtures/index.ts +import { mergeTests } from '@playwright/test'; +import { test as apiRequestTest } from './api-request'; +import { test as authSessionTest } from './auth-session'; +import { test as logTest } from './log'; + +/** + * Compose all fixtures into one test + */ +export const test = mergeTests( + apiRequestTest, + authSessionTest, + logTest +); + +export { expect } from '@playwright/test'; +``` + +**Usage:** +```typescript +// tests/profile.spec.ts +import { test, expect } from '../support/fixtures'; + +test('should update profile', async ({ apiRequest, authToken, log }) => { + log.info('Starting profile update test'); + + // Use API request fixture (matches pure function signature) + const { status, body } = await apiRequest({ + method: 'PATCH', + url: '/api/profile', + data: { name: 'New Name' }, + headers: { Authorization: `Bearer ${authToken}` } + }); + + expect(status).toBe(200); + expect(body.name).toBe('New Name'); + + log.info('Profile updated successfully'); +}); +``` + +**Note:** This example uses the vanilla pure function signature (`url`, `data`). Playwright Utils uses different parameter names (`path`, `body`). See [Integrate Playwright Utils](/docs/how-to/customization/integrate-playwright-utils.md) for the utilities API. + +**Note:** `authToken` requires auth-session fixture setup with provider configuration. See [auth-session documentation](https://seontechnologies.github.io/playwright-utils/auth-session.html). + +**Benefits:** +- Use multiple fixtures in one test +- No manual composition needed +- Type-safe (TypeScript knows all fixture types) +- Clean imports + +## How It Works in TEA + +### TEA Generates This Pattern + +When you run `*framework` with `tea_use_playwright_utils: true`: + +**TEA scaffolds:** +``` +tests/ +├── support/ +│ ├── helpers/ # Pure functions +│ │ ├── api-request.ts +│ │ └── auth-session.ts +│ └── fixtures/ # Framework wrappers +│ ├── api-request.ts +│ ├── auth-session.ts +│ └── index.ts # Composition +└── e2e/ + └── example.spec.ts # Uses composed fixtures +``` + +### TEA Reviews Against This Pattern + +When you run `*test-review`: + +**TEA checks:** +- Are utilities pure functions? ✓ +- Are fixtures minimal wrappers? ✓ +- Is composition used? ✓ +- Can utilities be unit tested? ✓ + +## Package Export Pattern + +### Make Fixtures Reusable Across Projects + +**Option 1: Build Your Own (Vanilla)** +```json +// package.json +{ + "name": "@company/test-utils", + "exports": { + "./api-request": "./fixtures/api-request.ts", + "./auth-session": "./fixtures/auth-session.ts", + "./log": "./fixtures/log.ts" + } +} +``` + +**Usage:** +```typescript +import { test as apiTest } from '@company/test-utils/api-request'; +import { test as authTest } from '@company/test-utils/auth-session'; +import { mergeTests } from '@playwright/test'; + +export const test = mergeTests(apiTest, authTest); +``` + +**Option 2: Use Playwright Utils (Recommended)** +```bash +npm install -D @seontechnologies/playwright-utils +``` + +**Usage:** +```typescript +import { test as base } from '@playwright/test'; +import { mergeTests } from '@playwright/test'; +import { test as apiRequestFixture } from '@seontechnologies/playwright-utils/api-request/fixtures'; +import { createAuthFixtures } from '@seontechnologies/playwright-utils/auth-session'; + +const authFixtureTest = base.extend(createAuthFixtures()); +export const test = mergeTests(apiRequestFixture, authFixtureTest); +// Production-ready utilities, battle-tested! +``` + +**Note:** Auth-session requires provider configuration. See [auth-session setup guide](https://seontechnologies.github.io/playwright-utils/auth-session.html). + +**Why Playwright Utils:** +- Already built, tested, and maintained +- Consistent patterns across projects +- 11 utilities available (API, auth, network, logging, files) +- Community support and documentation +- Regular updates and improvements + +**When to Build Your Own:** +- Company-specific patterns +- Custom authentication systems +- Unique requirements not covered by utilities + +## Comparison: Good vs Bad Patterns + +### Anti-Pattern: God Fixture + +```typescript +// ❌ Bad: Everything in one fixture +export const test = base.extend({ + testUtils: async ({ page, request, context }, use) => { + await use({ + // 50 different methods crammed into one fixture + apiRequest: async (...) => { }, + login: async (...) => { }, + createUser: async (...) => { }, + deleteUser: async (...) => { }, + uploadFile: async (...) => { }, + // ... 45 more methods + }); + } +}); +``` + +**Problems:** +- Cannot test individual utilities +- Cannot compose (all-or-nothing) +- Cannot reuse specific utilities +- Hard to maintain (1000+ line file) + +### Good Pattern: Single-Concern Fixtures + +```typescript +// ✅ Good: One concern per fixture + +// api-request.ts +export const test = base.extend({ apiRequest }); + +// auth-session.ts +export const test = base.extend({ authSession }); + +// log.ts +export const test = base.extend({ log }); + +// Compose as needed +import { mergeTests } from '@playwright/test'; +export const test = mergeTests(apiRequestTest, authSessionTest, logTest); +``` + +**Benefits:** +- Each fixture is unit-testable +- Compose only what you need +- Reuse individual fixtures +- Easy to maintain (small files) + +## Technical Implementation + +For detailed fixture architecture patterns, see the knowledge base: +- [Knowledge Base Index - Architecture & Fixtures](/docs/reference/tea/knowledge-base.md) +- [Complete Knowledge Base Index](/docs/reference/tea/knowledge-base.md) + +## When to Use This Pattern + +### Always Use For: + +**Reusable utilities:** +- API request helpers +- Authentication handlers +- File operations +- Network mocking + +**Test infrastructure:** +- Shared fixtures across teams +- Packaged utilities (playwright-utils) +- Company-wide test standards + +### Consider Skipping For: + +**One-off test setup:** +```typescript +// Simple one-time setup - inline is fine +test.beforeEach(async ({ page }) => { + await page.goto('/'); + await page.click('#accept-cookies'); +}); +``` + +**Test-specific helpers:** +```typescript +// Used in one test file only - keep local +function createTestUser(name: string) { + return { name, email: `${name}@test.com` }; +} +``` + +## Related Concepts + +**Core TEA Concepts:** +- [Test Quality Standards](/docs/explanation/tea/test-quality-standards.md) - Quality standards fixtures enforce +- [Knowledge Base System](/docs/explanation/tea/knowledge-base-system.md) - Fixture patterns in knowledge base + +**Technical Patterns:** +- [Network-First Patterns](/docs/explanation/tea/network-first-patterns.md) - Network fixtures explained +- [Risk-Based Testing](/docs/explanation/tea/risk-based-testing.md) - Fixture complexity matches risk + +**Overview:** +- [TEA Overview](/docs/explanation/features/tea-overview.md) - Fixture architecture in workflows +- [Testing as Engineering](/docs/explanation/philosophy/testing-as-engineering.md) - Why fixtures matter + +## Practical Guides + +**Setup Guides:** +- [How to Set Up Test Framework](/docs/how-to/workflows/setup-test-framework.md) - TEA scaffolds fixtures +- [Integrate Playwright Utils](/docs/how-to/customization/integrate-playwright-utils.md) - Production-ready fixtures + +**Workflow Guides:** +- [How to Run ATDD](/docs/how-to/workflows/run-atdd.md) - Using fixtures in tests +- [How to Run Automate](/docs/how-to/workflows/run-automate.md) - Fixture composition examples + +## Reference + +- [TEA Command Reference](/docs/reference/tea/commands.md) - *framework command +- [Knowledge Base Index](/docs/reference/tea/knowledge-base.md) - Fixture architecture fragments +- [Glossary](/docs/reference/glossary/index.md#test-architect-tea-concepts) - Fixture architecture term + +--- + +Generated with [BMad Method](https://bmad-method.org) - TEA (Test Architect) diff --git a/docs/explanation/tea/knowledge-base-system.md b/docs/explanation/tea/knowledge-base-system.md new file mode 100644 index 00000000..e0a40a89 --- /dev/null +++ b/docs/explanation/tea/knowledge-base-system.md @@ -0,0 +1,554 @@ +--- +title: "Knowledge Base System Explained" +description: Understanding how TEA uses tea-index.csv for context engineering and consistent test quality +--- + +# Knowledge Base System Explained + +TEA's knowledge base system is how context engineering works - automatically loading domain-specific standards into AI context so tests are consistently high-quality regardless of prompt variation. + +## Overview + +**The Problem:** AI without context produces inconsistent results. + +**Traditional approach:** +``` +User: "Write tests for login" +AI: [Generates tests with random quality] +- Sometimes uses hard waits +- Sometimes uses good patterns +- Inconsistent across sessions +- Quality depends on prompt +``` + +**TEA with knowledge base:** +``` +User: "Write tests for login" +TEA: [Loads test-quality.md, network-first.md, auth-session.md] +TEA: [Generates tests following established patterns] +- Always uses network-first patterns +- Always uses proper fixtures +- Consistent across all sessions +- Quality independent of prompt +``` + +**Result:** Systematic quality, not random chance. + +## The Problem + +### Prompt-Driven Testing = Inconsistency + +**Session 1:** +``` +User: "Write tests for profile editing" + +AI: [No context loaded] +// Generates test with hard waits +await page.waitForTimeout(3000); +``` + +**Session 2:** +``` +User: "Write comprehensive tests for profile editing with best practices" + +AI: [Still no systematic context] +// Generates test with some improvements, but still issues +await page.waitForSelector('.success', { timeout: 10000 }); +``` + +**Session 3:** +``` +User: "Write tests using network-first patterns and proper fixtures" + +AI: [Better prompt, but still reinventing patterns] +// Generates test with network-first, but inconsistent with other tests +``` + +**Problem:** Quality depends on prompt engineering skill, no consistency. + +### Knowledge Drift + +Without a knowledge base: +- Team A uses pattern X +- Team B uses pattern Y +- Both work, but inconsistent +- No single source of truth +- Patterns drift over time + +## The Solution: tea-index.csv Manifest + +### How It Works + +**1. Manifest Defines Fragments** + +`src/modules/bmm/testarch/tea-index.csv`: +```csv +id,name,description,tags,fragment_file +test-quality,Test Quality,Execution limits and isolation rules,quality;standards,knowledge/test-quality.md +network-first,Network-First Safeguards,Intercept-before-navigate workflow,network;stability,knowledge/network-first.md +fixture-architecture,Fixture Architecture,Composable fixture patterns,fixtures;architecture,knowledge/fixture-architecture.md +``` + +**2. Workflow Loads Relevant Fragments** + +When user runs `*atdd`: +``` +TEA reads tea-index.csv +Identifies fragments needed for ATDD: +- test-quality.md (quality standards) +- network-first.md (avoid flakiness) +- component-tdd.md (TDD patterns) +- fixture-architecture.md (reusable fixtures) +- data-factories.md (test data) + +Loads only these 5 fragments (not all 33) +Generates tests following these patterns +``` + +**3. Consistent Output** + +Every time `*atdd` runs: +- Same fragments loaded +- Same patterns applied +- Same quality standards +- Consistent test structure + +**Result:** Tests look like they were written by the same expert, every time. + +### Knowledge Base Loading Diagram + +```mermaid +%%{init: {'theme':'base', 'themeVariables': { 'fontSize':'14px'}}}%% +flowchart TD + User([User: *atdd]) --> Workflow[TEA Workflow
Triggered] + Workflow --> Read[Read Manifest
tea-index.csv] + + Read --> Identify{Identify Relevant
Fragments for ATDD} + + Identify -->|Needed| L1[✓ test-quality.md] + Identify -->|Needed| L2[✓ network-first.md] + Identify -->|Needed| L3[✓ component-tdd.md] + Identify -->|Needed| L4[✓ data-factories.md] + Identify -->|Needed| L5[✓ fixture-architecture.md] + + Identify -.->|Skip| S1[✗ contract-testing.md] + Identify -.->|Skip| S2[✗ burn-in.md] + Identify -.->|Skip| S3[+ 26 other fragments] + + L1 --> Context[AI Context
5 fragments loaded] + L2 --> Context + L3 --> Context + L4 --> Context + L5 --> Context + + Context --> Gen[Generate Tests
Following patterns] + Gen --> Out([Consistent Output
Same quality every time]) + + style User fill:#e3f2fd,stroke:#1565c0,stroke-width:2px + style Read fill:#fff3e0,stroke:#e65100,stroke-width:2px + style L1 fill:#c8e6c9,stroke:#2e7d32,stroke-width:2px + style L2 fill:#c8e6c9,stroke:#2e7d32,stroke-width:2px + style L3 fill:#c8e6c9,stroke:#2e7d32,stroke-width:2px + style L4 fill:#c8e6c9,stroke:#2e7d32,stroke-width:2px + style L5 fill:#c8e6c9,stroke:#2e7d32,stroke-width:2px + style S1 fill:#e0e0e0,stroke:#616161,stroke-width:1px + style S2 fill:#e0e0e0,stroke:#616161,stroke-width:1px + style S3 fill:#e0e0e0,stroke:#616161,stroke-width:1px + style Context fill:#f3e5f5,stroke:#6a1b9a,stroke-width:3px + style Out fill:#4caf50,stroke:#1b5e20,stroke-width:3px,color:#fff +``` + +## Fragment Structure + +### Anatomy of a Fragment + +Each fragment follows this structure: + +```markdown +# Fragment Name + +## Principle +[One sentence - what is this pattern?] + +## Rationale +[Why use this instead of alternatives?] +Why this pattern exists +Problems it solves +Benefits it provides + +## Pattern Examples + +### Example 1: Basic Usage +```code +[Runnable code example] +``` +[Explanation of example] + +### Example 2: Advanced Pattern +```code +[More complex example] +``` +[Explanation] + +## Anti-Patterns + +### Don't Do This +```code +[Bad code example] +``` +[Why it's bad] +[What breaks] + +## Related Patterns +- [Link to related fragment] +``` + + +### Example: test-quality.md Fragment + +```markdown +# Test Quality + +## Principle +Tests must be deterministic, isolated, explicit, focused, and fast. + +## Rationale +Tests that fail randomly, depend on each other, or take too long lose team trust. +[... detailed explanation ...] + +## Pattern Examples + +### Example 1: Deterministic Test +```typescript +// ✅ Wait for actual response, not timeout +const promise = page.waitForResponse(matcher); +await page.click('button'); +await promise; +``` + +### Example 2: Isolated Test +```typescript +// ✅ Self-cleaning test +test('test', async ({ page }) => { + const userId = await createTestUser(); + // ... test logic ... + await deleteTestUser(userId); // Cleanup +}); +``` + +## Anti-Patterns + +### Hard Waits +```typescript +// ❌ Non-deterministic +await page.waitForTimeout(3000); +``` +[Why this causes flakiness] +``` + +**Total:** 24.5 KB, 12 code examples + + +## How TEA Uses the Knowledge Base + +### Workflow-Specific Loading + +**Different workflows load different fragments:** + +| Workflow | Fragments Loaded | Purpose | +|----------|-----------------|---------| +| `*framework` | fixture-architecture, playwright-config, fixtures-composition | Infrastructure patterns | +| `*test-design` | test-quality, test-priorities-matrix, risk-governance | Planning standards | +| `*atdd` | test-quality, component-tdd, network-first, data-factories | TDD patterns | +| `*automate` | test-quality, test-levels-framework, selector-resilience | Comprehensive generation | +| `*test-review` | All quality/resilience/debugging fragments | Full audit patterns | +| `*ci` | ci-burn-in, burn-in, selective-testing | CI/CD optimization | + +**Benefit:** Only load what's needed (focused context, no bloat). + +### Dynamic Fragment Selection + +TEA doesn't load all 33 fragments at once: + +``` +User runs: *atdd for authentication feature + +TEA analyzes context: +- Feature type: Authentication +- Relevant fragments: + - test-quality.md (always loaded) + - auth-session.md (auth patterns) + - network-first.md (avoid flakiness) + - email-auth.md (if email-based auth) + - data-factories.md (test users) + +Skips: +- contract-testing.md (not relevant) +- feature-flags.md (not relevant) +- file-utils.md (not relevant) + +Result: 5 relevant fragments loaded, 28 skipped +``` + +**Benefit:** Focused context = better results, lower token usage. + +## Context Engineering in Practice + +### Example: Consistent Test Generation + +**Without Knowledge Base (Vanilla Playwright, Random Quality):** +``` +Session 1: User runs *atdd +AI: [Guesses patterns from general knowledge] + +Generated: +test('api test', async ({ request }) => { + const response = await request.get('/api/users'); + await page.waitForTimeout(2000); // Hard wait + const users = await response.json(); + // Random quality +}); + +Session 2: User runs *atdd (different day) +AI: [Different random patterns] + +Generated: +test('api test', async ({ request }) => { + const response = await request.get('/api/users'); + const users = await response.json(); + // Better but inconsistent +}); + +Result: Inconsistent quality, random patterns +``` + +**With Knowledge Base (TEA + Playwright Utils):** +``` +Session 1: User runs *atdd +TEA: [Loads test-quality.md, network-first.md, api-request.md from tea-index.csv] + +Generated: +import { test } from '@seontechnologies/playwright-utils/api-request/fixtures'; + +test('should fetch users', async ({ apiRequest }) => { + const { status, body } = await apiRequest({ + method: 'GET', + path: '/api/users' + }).validateSchema(UsersSchema); // Chained validation + + expect(status).toBe(200); + expect(body).toBeInstanceOf(Array); +}); + +Session 2: User runs *atdd (different day) +TEA: [Loads same fragments from tea-index.csv] + +Generated: Identical pattern, same quality + +Result: Systematic quality, established patterns (ALWAYS uses apiRequest utility when playwright-utils enabled) +``` + +**Key Difference:** +- **Without KB:** Random patterns, inconsistent APIs +- **With KB:** Always uses `apiRequest` utility, always validates schemas, always returns `{ status, body }` + +### Example: Test Review Consistency + +**Without Knowledge Base:** +``` +*test-review session 1: +"This test looks okay" [50 issues missed] + +*test-review session 2: +"This test has some issues" [Different issues flagged] + +Result: Inconsistent feedback +``` + +**With Knowledge Base:** +``` +*test-review session 1: +[Loads all quality fragments] +Flags: 12 hard waits, 5 conditionals (based on test-quality.md) + +*test-review session 2: +[Loads same fragments] +Flags: Same issues with same explanations + +Result: Consistent, reliable feedback +``` + +## Maintaining the Knowledge Base + +### When to Add a Fragment + +**Good reasons:** +- Pattern is used across multiple workflows +- Standard is non-obvious (needs documentation) +- Team asks "how should we handle X?" repeatedly +- New tool integration (e.g., new testing library) + +**Bad reasons:** +- One-off pattern (document in test file instead) +- Obvious pattern (everyone knows this) +- Experimental (not proven yet) + +### Fragment Quality Standards + +**Good fragment:** +- Principle stated in one sentence +- Rationale explains why clearly +- 3+ pattern examples with code +- Anti-patterns shown (what not to do) +- Self-contained (minimal dependencies) + +**Example size:** 10-30 KB optimal + +### Updating Existing Fragments + +**When to update:** +- Pattern evolved (better approach discovered) +- Tool updated (new Playwright API) +- Team feedback (pattern unclear) +- Bug in example code + +**How to update:** +1. Edit fragment markdown file +2. Update examples +3. Test with affected workflows +4. Ensure no breaking changes + +**No need to update tea-index.csv** unless description/tags change. + +## Benefits of Knowledge Base System + +### 1. Consistency + +**Before:** Test quality varies by who wrote it +**After:** All tests follow same patterns (TEA-generated or reviewed) + +### 2. Onboarding + +**Before:** New team member reads 20 documents, asks 50 questions +**After:** New team member runs `*atdd`, sees patterns in generated code, learns by example + +### 3. Quality Gates + +**Before:** "Is this test good?" → subjective opinion +**After:** "*test-review" → objective score against knowledge base + +### 4. Pattern Evolution + +**Before:** Update tests manually across 100 files +**After:** Update fragment once, all new tests use new pattern + +### 5. Cross-Project Reuse + +**Before:** Reinvent patterns for each project +**After:** Same fragments across all BMad projects (consistency at scale) + +## Comparison: With vs Without Knowledge Base + +### Scenario: Testing Async Background Job + +**Without Knowledge Base:** + +Developer 1: +```typescript +// Uses hard wait +await page.click('button'); +await page.waitForTimeout(10000); // Hope job finishes +``` + +Developer 2: +```typescript +// Uses polling +await page.click('button'); +for (let i = 0; i < 10; i++) { + const status = await page.locator('.status').textContent(); + if (status === 'complete') break; + await page.waitForTimeout(1000); +} +``` + +Developer 3: +```typescript +// Uses waitForSelector +await page.click('button'); +await page.waitForSelector('.success', { timeout: 30000 }); +``` + +**Result:** 3 different patterns, all suboptimal. + +**With Knowledge Base (recurse.md fragment):** + +All developers: +```typescript +import { test } from '@seontechnologies/playwright-utils/fixtures'; + +test('job completion', async ({ apiRequest, recurse }) => { + // Start async job + const { body: job } = await apiRequest({ + method: 'POST', + path: '/api/jobs' + }); + + // Poll until complete (correct API: command, predicate, options) + const result = await recurse( + () => apiRequest({ method: 'GET', path: `/api/jobs/${job.id}` }), + (response) => response.body.status === 'completed', // response.body from apiRequest + { + timeout: 30000, + interval: 2000, + log: 'Waiting for job to complete' + } + ); + + expect(result.body.status).toBe('completed'); +}); +``` + +**Result:** Consistent pattern using correct playwright-utils API (command, predicate, options). + +## Technical Implementation + +For details on the knowledge base index, see: +- [Knowledge Base Index](/docs/reference/tea/knowledge-base.md) +- [TEA Configuration](/docs/reference/tea/configuration.md) + +## Related Concepts + +**Core TEA Concepts:** +- [Test Quality Standards](/docs/explanation/tea/test-quality-standards.md) - Standards in knowledge base +- [Risk-Based Testing](/docs/explanation/tea/risk-based-testing.md) - Risk patterns in knowledge base +- [Engagement Models](/docs/explanation/tea/engagement-models.md) - Knowledge base across all models + +**Technical Patterns:** +- [Fixture Architecture](/docs/explanation/tea/fixture-architecture.md) - Fixture patterns in knowledge base +- [Network-First Patterns](/docs/explanation/tea/network-first-patterns.md) - Network patterns in knowledge base + +**Overview:** +- [TEA Overview](/docs/explanation/features/tea-overview.md) - Knowledge base in workflows +- [Testing as Engineering](/docs/explanation/philosophy/testing-as-engineering.md) - **Foundation: Context engineering philosophy** (why knowledge base solves AI test problems) + +## Practical Guides + +**All Workflow Guides Use Knowledge Base:** +- [How to Run Test Design](/docs/how-to/workflows/run-test-design.md) +- [How to Run ATDD](/docs/how-to/workflows/run-atdd.md) +- [How to Run Automate](/docs/how-to/workflows/run-automate.md) +- [How to Run Test Review](/docs/how-to/workflows/run-test-review.md) + +**Integration:** +- [Integrate Playwright Utils](/docs/how-to/customization/integrate-playwright-utils.md) - PW-Utils in knowledge base + +## Reference + +- [Knowledge Base Index](/docs/reference/tea/knowledge-base.md) - Complete fragment index +- [TEA Command Reference](/docs/reference/tea/commands.md) - Which workflows load which fragments +- [TEA Configuration](/docs/reference/tea/configuration.md) - Config affects fragment loading +- [Glossary](/docs/reference/glossary/index.md#test-architect-tea-concepts) - Context engineering, knowledge fragment terms + +--- + +Generated with [BMad Method](https://bmad-method.org) - TEA (Test Architect) diff --git a/docs/explanation/tea/network-first-patterns.md b/docs/explanation/tea/network-first-patterns.md new file mode 100644 index 00000000..4be84dbb --- /dev/null +++ b/docs/explanation/tea/network-first-patterns.md @@ -0,0 +1,853 @@ +--- +title: "Network-First Patterns Explained" +description: Understanding how TEA eliminates test flakiness by waiting for actual network responses +--- + +# Network-First Patterns Explained + +Network-first patterns are TEA's solution to test flakiness. Instead of guessing how long to wait with fixed timeouts, wait for the actual network event that causes UI changes. + +## Overview + +**The Core Principle:** +UI changes because APIs respond. Wait for the API response, not an arbitrary timeout. + +**Traditional approach:** +```typescript +await page.click('button'); +await page.waitForTimeout(3000); // Hope 3 seconds is enough +await expect(page.locator('.success')).toBeVisible(); +``` + +**Network-first approach:** +```typescript +const responsePromise = page.waitForResponse( + resp => resp.url().includes('/api/submit') && resp.ok() +); +await page.click('button'); +await responsePromise; // Wait for actual response +await expect(page.locator('.success')).toBeVisible(); +``` + +**Result:** Deterministic tests that wait exactly as long as needed. + +## The Problem + +### Hard Waits Create Flakiness + +```typescript +// ❌ The flaky test pattern +test('should submit form', async ({ page }) => { + await page.fill('#name', 'Test User'); + await page.click('button[type="submit"]'); + + await page.waitForTimeout(2000); // Wait 2 seconds + + await expect(page.locator('.success')).toBeVisible(); +}); +``` + +**Why this fails:** +- **Fast network:** Wastes 1.5 seconds waiting +- **Slow network:** Not enough time, test fails +- **CI environment:** Slower than local, fails randomly +- **Under load:** API takes 3 seconds, test fails + +**Result:** "Works on my machine" syndrome, flaky CI. + +### The Timeout Escalation Trap + +```typescript +// Developer sees flaky test +await page.waitForTimeout(2000); // Failed in CI + +// Increases timeout +await page.waitForTimeout(5000); // Still fails sometimes + +// Increases again +await page.waitForTimeout(10000); // Now it passes... slowly + +// Problem: Now EVERY test waits 10 seconds +// Suite that took 5 minutes now takes 30 minutes +``` + +**Result:** Slow, still-flaky tests. + +### Race Conditions + +```typescript +// ❌ Navigate-then-wait race condition +test('should load dashboard data', async ({ page }) => { + await page.goto('/dashboard'); // Navigation starts + + // Race condition! API might not have responded yet + await expect(page.locator('.data-table')).toBeVisible(); +}); +``` + +**What happens:** +1. `goto()` starts navigation +2. Page loads HTML +3. JavaScript requests `/api/dashboard` +4. Test checks for `.data-table` BEFORE API responds +5. Test fails intermittently + +**Result:** "Sometimes it works, sometimes it doesn't." + +## The Solution: Intercept-Before-Navigate + +### Wait for Response Before Asserting + +```typescript +// ✅ Good: Network-first pattern +test('should load dashboard data', async ({ page }) => { + // Set up promise BEFORE navigation + const dashboardPromise = page.waitForResponse( + resp => resp.url().includes('/api/dashboard') && resp.ok() + ); + + // Navigate + await page.goto('/dashboard'); + + // Wait for API response + const response = await dashboardPromise; + const data = await response.json(); + + // Now assert UI + await expect(page.locator('.data-table')).toBeVisible(); + await expect(page.locator('.data-table tr')).toHaveCount(data.items.length); +}); +``` + +**Why this works:** +- Wait set up BEFORE navigation (no race) +- Wait for actual API response (deterministic) +- No fixed timeout (fast when API is fast) +- Validates API response (catch backend errors) + +**With Playwright Utils (Even Cleaner):** +```typescript +import { test } from '@seontechnologies/playwright-utils/fixtures'; +import { expect } from '@playwright/test'; + +test('should load dashboard data', async ({ page, interceptNetworkCall }) => { + // Set up interception BEFORE navigation + const dashboardCall = interceptNetworkCall({ + method: 'GET', + url: '**/api/dashboard' + }); + + // Navigate + await page.goto('/dashboard'); + + // Wait for API response (automatic JSON parsing) + const { status, responseJson: data } = await dashboardCall; + + // Validate API response + expect(status).toBe(200); + expect(data.items).toBeDefined(); + + // Assert UI matches API data + await expect(page.locator('.data-table')).toBeVisible(); + await expect(page.locator('.data-table tr')).toHaveCount(data.items.length); +}); +``` + +**Playwright Utils Benefits:** +- Automatic JSON parsing (no `await response.json()`) +- Returns `{ status, responseJson, requestJson }` structure +- Cleaner API (no need to check `resp.ok()`) +- Same intercept-before-navigate pattern + +### Intercept-Before-Navigate Pattern + +**Key insight:** Set up wait BEFORE triggering the action. + +```typescript +// ✅ Pattern: Intercept → Action → Await + +// 1. Intercept (set up wait) +const promise = page.waitForResponse(matcher); + +// 2. Action (trigger request) +await page.click('button'); + +// 3. Await (wait for actual response) +await promise; +``` + +**Why this order:** +- `waitForResponse()` starts listening immediately +- Then trigger the action that makes the request +- Then wait for the promise to resolve +- No race condition possible + +#### Intercept-Before-Navigate Flow + +```mermaid +%%{init: {'theme':'base', 'themeVariables': { 'fontSize':'14px'}}}%% +sequenceDiagram + participant Test + participant Playwright + participant Browser + participant API + + rect rgb(200, 230, 201) + Note over Test,Playwright: ✅ CORRECT: Intercept First + Test->>Playwright: 1. waitForResponse(matcher) + Note over Playwright: Starts listening for response + Test->>Browser: 2. click('button') + Browser->>API: 3. POST /api/submit + API-->>Browser: 4. 200 OK {success: true} + Browser-->>Playwright: 5. Response captured + Test->>Playwright: 6. await promise + Playwright-->>Test: 7. Returns response + Note over Test: No race condition! + end + + rect rgb(255, 205, 210) + Note over Test,API: ❌ WRONG: Action First + Test->>Browser: 1. click('button') + Browser->>API: 2. POST /api/submit + API-->>Browser: 3. 200 OK (already happened!) + Test->>Playwright: 4. waitForResponse(matcher) + Note over Test,Playwright: Too late - response already occurred + Note over Test: Race condition! Test hangs or fails + end +``` + +**Correct Order (Green):** +1. Set up listener (`waitForResponse`) +2. Trigger action (`click`) +3. Wait for response (`await promise`) + +**Wrong Order (Red):** +1. Trigger action first +2. Set up listener too late +3. Response already happened - missed! + +## How It Works in TEA + +### TEA Generates Network-First Tests + +**Vanilla Playwright:** +```typescript +// When you run *atdd or *automate, TEA generates: + +test('should create user', async ({ page }) => { + // TEA automatically includes network wait + const createUserPromise = page.waitForResponse( + resp => resp.url().includes('/api/users') && + resp.request().method() === 'POST' && + resp.ok() + ); + + await page.fill('#name', 'Test User'); + await page.click('button[type="submit"]'); + + const response = await createUserPromise; + const user = await response.json(); + + // Validate both API and UI + expect(user.id).toBeDefined(); + await expect(page.locator('.success')).toContainText(user.name); +}); +``` + +**With Playwright Utils (if `tea_use_playwright_utils: true`):** +```typescript +import { test } from '@seontechnologies/playwright-utils/fixtures'; +import { expect } from '@playwright/test'; + +test('should create user', async ({ page, interceptNetworkCall }) => { + // TEA uses interceptNetworkCall for cleaner interception + const createUserCall = interceptNetworkCall({ + method: 'POST', + url: '**/api/users' + }); + + await page.getByLabel('Name').fill('Test User'); + await page.getByRole('button', { name: 'Submit' }).click(); + + // Wait for response (automatic JSON parsing) + const { status, responseJson: user } = await createUserCall; + + // Validate both API and UI + expect(status).toBe(201); + expect(user.id).toBeDefined(); + await expect(page.locator('.success')).toContainText(user.name); +}); +``` + +**Playwright Utils Benefits:** +- Automatic JSON parsing (`responseJson` ready to use) +- No manual `await response.json()` +- Returns `{ status, responseJson }` structure +- Cleaner, more readable code + +### TEA Reviews for Hard Waits + +When you run `*test-review`: + +```markdown +## Critical Issue: Hard Wait Detected + +**File:** tests/e2e/submit.spec.ts:45 +**Issue:** Using `page.waitForTimeout(3000)` +**Severity:** Critical (causes flakiness) + +**Current Code:** +```typescript +await page.click('button'); +await page.waitForTimeout(3000); // ❌ +``` + +**Fix:** +```typescript +const responsePromise = page.waitForResponse( + resp => resp.url().includes('/api/submit') && resp.ok() +); +await page.click('button'); +await responsePromise; // ✅ +``` + +**Why:** Hard waits are non-deterministic. Use network-first patterns. +``` + +## Pattern Variations + +### Basic Response Wait + +**Vanilla Playwright:** +```typescript +// Wait for any successful response +const promise = page.waitForResponse(resp => resp.ok()); +await page.click('button'); +await promise; +``` + +**With Playwright Utils:** +```typescript +import { test } from '@seontechnologies/playwright-utils/fixtures'; + +test('basic wait', async ({ page, interceptNetworkCall }) => { + const responseCall = interceptNetworkCall({ url: '**' }); // Match any + await page.click('button'); + const { status } = await responseCall; + expect(status).toBe(200); +}); +``` + +--- + +### Specific URL Match + +**Vanilla Playwright:** +```typescript +// Wait for specific endpoint +const promise = page.waitForResponse( + resp => resp.url().includes('/api/users/123') +); +await page.goto('/user/123'); +await promise; +``` + +**With Playwright Utils:** +```typescript +test('specific URL', async ({ page, interceptNetworkCall }) => { + const userCall = interceptNetworkCall({ url: '**/api/users/123' }); + await page.goto('/user/123'); + const { status, responseJson } = await userCall; + expect(status).toBe(200); +}); +``` + +--- + +### Method + Status Match + +**Vanilla Playwright:** +```typescript +// Wait for POST that returns 201 +const promise = page.waitForResponse( + resp => + resp.url().includes('/api/users') && + resp.request().method() === 'POST' && + resp.status() === 201 +); +await page.click('button[type="submit"]'); +await promise; +``` + +**With Playwright Utils:** +```typescript +test('method and status', async ({ page, interceptNetworkCall }) => { + const createCall = interceptNetworkCall({ + method: 'POST', + url: '**/api/users' + }); + await page.click('button[type="submit"]'); + const { status, responseJson } = await createCall; + expect(status).toBe(201); // Explicit status check +}); +``` + +--- + +### Multiple Responses + +**Vanilla Playwright:** +```typescript +// Wait for multiple API calls +const [usersResp, postsResp] = await Promise.all([ + page.waitForResponse(resp => resp.url().includes('/api/users')), + page.waitForResponse(resp => resp.url().includes('/api/posts')), + page.goto('/dashboard') // Triggers both requests +]); + +const users = await usersResp.json(); +const posts = await postsResp.json(); +``` + +**With Playwright Utils:** +```typescript +test('multiple responses', async ({ page, interceptNetworkCall }) => { + const usersCall = interceptNetworkCall({ url: '**/api/users' }); + const postsCall = interceptNetworkCall({ url: '**/api/posts' }); + + await page.goto('/dashboard'); // Triggers both + + const [{ responseJson: users }, { responseJson: posts }] = await Promise.all([ + usersCall, + postsCall + ]); + + expect(users).toBeInstanceOf(Array); + expect(posts).toBeInstanceOf(Array); +}); +``` + +--- + +### Validate Response Data + +**Vanilla Playwright:** +```typescript +// Verify API response before asserting UI +const promise = page.waitForResponse( + resp => resp.url().includes('/api/checkout') && resp.ok() +); + +await page.click('button:has-text("Complete Order")'); + +const response = await promise; +const order = await response.json(); + +// Response validation +expect(order.status).toBe('confirmed'); +expect(order.total).toBeGreaterThan(0); + +// UI validation +await expect(page.locator('.order-confirmation')).toContainText(order.id); +``` + +**With Playwright Utils:** +```typescript +test('validate response data', async ({ page, interceptNetworkCall }) => { + const checkoutCall = interceptNetworkCall({ + method: 'POST', + url: '**/api/checkout' + }); + + await page.click('button:has-text("Complete Order")'); + + const { status, responseJson: order } = await checkoutCall; + + // Response validation (automatic JSON parsing) + expect(status).toBe(200); + expect(order.status).toBe('confirmed'); + expect(order.total).toBeGreaterThan(0); + + // UI validation + await expect(page.locator('.order-confirmation')).toContainText(order.id); +}); +``` + +## Advanced Patterns + +### HAR Recording for Offline Testing + +**Vanilla Playwright (Manual HAR Handling):** + +```typescript +// First run: Record mode (saves HAR file) +test('offline testing - RECORD', async ({ page, context }) => { + // Record mode: Save network traffic to HAR + await context.routeFromHAR('./hars/dashboard.har', { + url: '**/api/**', + update: true // Update HAR file + }); + + await page.goto('/dashboard'); + // All network traffic saved to dashboard.har +}); + +// Subsequent runs: Playback mode (uses saved HAR) +test('offline testing - PLAYBACK', async ({ page, context }) => { + // Playback mode: Use saved network traffic + await context.routeFromHAR('./hars/dashboard.har', { + url: '**/api/**', + update: false // Use existing HAR, no network calls + }); + + await page.goto('/dashboard'); + // Uses recorded responses, no backend needed +}); +``` + +**With Playwright Utils (Automatic HAR Management):** +```typescript +import { test } from '@seontechnologies/playwright-utils/network-recorder/fixtures'; + +// Record mode: Set environment variable +process.env.PW_NET_MODE = 'record'; + +test('should work offline', async ({ page, context, networkRecorder }) => { + await networkRecorder.setup(context); // Handles HAR automatically + + await page.goto('/dashboard'); + await page.click('#add-item'); + // All network traffic recorded, CRUD operations detected +}); +``` + +**Switch to playback:** +```bash +# Playback mode (offline) +PW_NET_MODE=playback npx playwright test +# Uses HAR file, no backend needed! +``` + +**Playwright Utils Benefits:** +- Automatic HAR file management (naming, paths) +- CRUD operation detection (stateful mocking) +- Environment variable control (easy switching) +- Works for complex interactions (create, update, delete) +- No manual route configuration + +### Network Request Interception + +**Vanilla Playwright:** +```typescript +test('should handle API error', async ({ page }) => { + // Manual route setup + await page.route('**/api/users', (route) => { + route.fulfill({ + status: 500, + body: JSON.stringify({ error: 'Internal server error' }) + }); + }); + + await page.goto('/users'); + + const response = await page.waitForResponse('**/api/users'); + const error = await response.json(); + + expect(error.error).toContain('Internal server'); + await expect(page.locator('.error-message')).toContainText('Server error'); +}); +``` + +**With Playwright Utils:** +```typescript +import { test } from '@seontechnologies/playwright-utils/fixtures'; + +test('should handle API error', async ({ page, interceptNetworkCall }) => { + // Stub API to return error (set up BEFORE navigation) + const usersCall = interceptNetworkCall({ + method: 'GET', + url: '**/api/users', + fulfillResponse: { + status: 500, + body: { error: 'Internal server error' } + } + }); + + await page.goto('/users'); + + // Wait for mocked response and access parsed data + const { status, responseJson } = await usersCall; + + expect(status).toBe(500); + expect(responseJson.error).toContain('Internal server'); + await expect(page.locator('.error-message')).toContainText('Server error'); +}); +``` + +**Playwright Utils Benefits:** +- Automatic JSON parsing (`responseJson` ready to use) +- Returns promise with `{ status, responseJson, requestJson }` +- No need to pass `page` (auto-injected by fixture) +- Glob pattern matching (simpler than regex) +- Single declarative call (setup + wait in one) + +## Comparison: Traditional vs Network-First + +### Loading Dashboard Data + +**Traditional (Flaky):** +```typescript +test('dashboard loads data', async ({ page }) => { + await page.goto('/dashboard'); + await page.waitForTimeout(2000); // ❌ Magic number + await expect(page.locator('table tr')).toHaveCount(5); +}); +``` + +**Failure modes:** +- API takes 2.5s → test fails +- API returns 3 items not 5 → hard to debug (which issue?) +- CI slower than local → fails in CI only + +**Network-First (Deterministic):** +```typescript +test('dashboard loads data', async ({ page }) => { + const apiPromise = page.waitForResponse( + resp => resp.url().includes('/api/dashboard') && resp.ok() + ); + + await page.goto('/dashboard'); + + const response = await apiPromise; + const { items } = await response.json(); + + // Validate API response + expect(items).toHaveLength(5); + + // Validate UI matches API + await expect(page.locator('table tr')).toHaveCount(items.length); +}); +``` + +**Benefits:** +- Waits exactly as long as needed (100ms or 5s, doesn't matter) +- Validates API response (catch backend errors) +- Validates UI matches API (catch frontend bugs) +- Works in any environment (local, CI, staging) + +**With Playwright Utils (Even Better):** +```typescript +import { test } from '@seontechnologies/playwright-utils/fixtures'; + +test('dashboard loads data', async ({ page, interceptNetworkCall }) => { + const dashboardCall = interceptNetworkCall({ + method: 'GET', + url: '**/api/dashboard' + }); + + await page.goto('/dashboard'); + + const { status, responseJson: { items } } = await dashboardCall; + + // Validate API response (automatic JSON parsing) + expect(status).toBe(200); + expect(items).toHaveLength(5); + + // Validate UI matches API + await expect(page.locator('table tr')).toHaveCount(items.length); +}); +``` + +**Additional Benefits:** +- No manual `await response.json()` (automatic parsing) +- Cleaner destructuring of nested data +- Consistent API across all network calls + +--- + +### Form Submission + +**Traditional (Flaky):** +```typescript +test('form submission', async ({ page }) => { + await page.fill('#email', 'test@example.com'); + await page.click('button[type="submit"]'); + await page.waitForTimeout(3000); // ❌ Hope it's enough + await expect(page.locator('.success')).toBeVisible(); +}); +``` + +**Network-First (Deterministic):** +```typescript +test('form submission', async ({ page }) => { + const submitPromise = page.waitForResponse( + resp => resp.url().includes('/api/submit') && + resp.request().method() === 'POST' && + resp.ok() + ); + + await page.fill('#email', 'test@example.com'); + await page.click('button[type="submit"]'); + + const response = await submitPromise; + const result = await response.json(); + + expect(result.success).toBe(true); + await expect(page.locator('.success')).toBeVisible(); +}); +``` + +**With Playwright Utils:** +```typescript +import { test } from '@seontechnologies/playwright-utils/fixtures'; + +test('form submission', async ({ page, interceptNetworkCall }) => { + const submitCall = interceptNetworkCall({ + method: 'POST', + url: '**/api/submit' + }); + + await page.getByLabel('Email').fill('test@example.com'); + await page.getByRole('button', { name: 'Submit' }).click(); + + const { status, responseJson: result } = await submitCall; + + // Automatic JSON parsing, no manual await + expect(status).toBe(200); + expect(result.success).toBe(true); + await expect(page.locator('.success')).toBeVisible(); +}); +``` + +**Progression:** +- Traditional: Hard waits (flaky) +- Network-First (Vanilla): waitForResponse (deterministic) +- Network-First (PW-Utils): interceptNetworkCall (deterministic + cleaner API) + +--- + +## Common Misconceptions + +### "I Already Use waitForSelector" + +```typescript +// This is still a hard wait in disguise +await page.click('button'); +await page.waitForSelector('.success', { timeout: 5000 }); +``` + +**Problem:** Waiting for DOM, not for the API that caused DOM change. + +**Better:** +```typescript +await page.waitForResponse(matcher); // Wait for root cause +await page.waitForSelector('.success'); // Then validate UI +``` + +### "My Tests Are Fast, Why Add Complexity?" + +**Short-term:** Tests are fast locally + +**Long-term problems:** +- Different environments (CI slower) +- Under load (API slower) +- Network variability (random) +- Scaling test suite (100 → 1000 tests) + +**Network-first prevents these issues before they appear.** + +### "Too Much Boilerplate" + +**Problem:** `waitForResponse` is verbose, repeated in every test. + +**Solution:** Use Playwright Utils `interceptNetworkCall` - built-in fixture that reduces boilerplate. + +**Vanilla Playwright (Repetitive):** +```typescript +test('test 1', async ({ page }) => { + const promise = page.waitForResponse( + resp => resp.url().includes('/api/submit') && resp.ok() + ); + await page.click('button'); + await promise; +}); + +test('test 2', async ({ page }) => { + const promise = page.waitForResponse( + resp => resp.url().includes('/api/load') && resp.ok() + ); + await page.click('button'); + await promise; +}); +// Repeated pattern in every test +``` + +**With Playwright Utils (Cleaner):** +```typescript +import { test } from '@seontechnologies/playwright-utils/fixtures'; + +test('test 1', async ({ page, interceptNetworkCall }) => { + const submitCall = interceptNetworkCall({ url: '**/api/submit' }); + await page.click('button'); + const { status, responseJson } = await submitCall; + expect(status).toBe(200); +}); + +test('test 2', async ({ page, interceptNetworkCall }) => { + const loadCall = interceptNetworkCall({ url: '**/api/load' }); + await page.click('button'); + const { responseJson } = await loadCall; + // Automatic JSON parsing, cleaner API +}); +``` + +**Benefits:** +- Less boilerplate (fixture handles complexity) +- Automatic JSON parsing +- Glob pattern matching (`**/api/**`) +- Consistent API across all tests + +See [Integrate Playwright Utils](/docs/how-to/customization/integrate-playwright-utils.md#intercept-network-call) for setup. + +## Technical Implementation + +For detailed network-first patterns, see the knowledge base: +- [Knowledge Base Index - Network & Reliability](/docs/reference/tea/knowledge-base.md) +- [Complete Knowledge Base Index](/docs/reference/tea/knowledge-base.md) + +## Related Concepts + +**Core TEA Concepts:** +- [Test Quality Standards](/docs/explanation/tea/test-quality-standards.md) - Determinism requires network-first +- [Risk-Based Testing](/docs/explanation/tea/risk-based-testing.md) - High-risk features need reliable tests + +**Technical Patterns:** +- [Fixture Architecture](/docs/explanation/tea/fixture-architecture.md) - Network utilities as fixtures +- [Knowledge Base System](/docs/explanation/tea/knowledge-base-system.md) - Network patterns in knowledge base + +**Overview:** +- [TEA Overview](/docs/explanation/features/tea-overview.md) - Network-first in workflows +- [Testing as Engineering](/docs/explanation/philosophy/testing-as-engineering.md) - Why flakiness matters + +## Practical Guides + +**Workflow Guides:** +- [How to Run Test Review](/docs/how-to/workflows/run-test-review.md) - Review for hard waits +- [How to Run ATDD](/docs/how-to/workflows/run-atdd.md) - Generate network-first tests +- [How to Run Automate](/docs/how-to/workflows/run-automate.md) - Expand with network patterns + +**Use-Case Guides:** +- [Using TEA with Existing Tests](/docs/how-to/brownfield/use-tea-with-existing-tests.md) - Fix flaky legacy tests + +**Customization:** +- [Integrate Playwright Utils](/docs/how-to/customization/integrate-playwright-utils.md) - Network utilities (recorder, interceptor, error monitor) + +## Reference + +- [TEA Command Reference](/docs/reference/tea/commands.md) - All workflows use network-first +- [Knowledge Base Index](/docs/reference/tea/knowledge-base.md) - Network-first fragment +- [Glossary](/docs/reference/glossary/index.md#test-architect-tea-concepts) - Network-first pattern term + +--- + +Generated with [BMad Method](https://bmad-method.org) - TEA (Test Architect) diff --git a/docs/explanation/tea/risk-based-testing.md b/docs/explanation/tea/risk-based-testing.md new file mode 100644 index 00000000..554afbb3 --- /dev/null +++ b/docs/explanation/tea/risk-based-testing.md @@ -0,0 +1,586 @@ +--- +title: "Risk-Based Testing Explained" +description: Understanding how TEA uses probability × impact scoring to prioritize testing effort +--- + +# Risk-Based Testing Explained + +Risk-based testing is TEA's core principle: testing depth scales with business impact. Instead of testing everything equally, focus effort where failures hurt most. + +## Overview + +Traditional testing approaches treat all features equally: +- Every feature gets same test coverage +- Same level of scrutiny regardless of impact +- No systematic prioritization +- Testing becomes checkbox exercise + +**Risk-based testing asks:** +- What's the probability this will fail? +- What's the impact if it does fail? +- How much testing is appropriate for this risk level? + +**Result:** Testing effort matches business criticality. + +## The Problem + +### Equal Testing for Unequal Risk + +```markdown +Feature A: User login (critical path, millions of users) +Feature B: Export to PDF (nice-to-have, rarely used) + +Traditional approach: +- Both get 10 tests +- Both get same review scrutiny +- Both take same development time + +Problem: Wasting effort on low-impact features while under-testing critical paths. +``` + +### No Objective Prioritization + +```markdown +PM: "We need more tests for checkout" +QA: "How many tests?" +PM: "I don't know... a lot?" +QA: "How do we know when we have enough?" +PM: "When it feels safe?" + +Problem: Subjective decisions, no data, political debates. +``` + +## The Solution: Probability × Impact Scoring + +### Risk Score = Probability × Impact + +**Probability** (How likely to fail?) +- **1 (Low):** Stable, well-tested, simple logic +- **2 (Medium):** Moderate complexity, some unknowns +- **3 (High):** Complex, untested, many edge cases + +**Impact** (How bad if it fails?) +- **1 (Low):** Minor inconvenience, few users affected +- **2 (Medium):** Degraded experience, workarounds exist +- **3 (High):** Critical path broken, business impact + +**Score Range:** 1-9 + +#### Risk Scoring Matrix + +```mermaid +%%{init: {'theme':'base', 'themeVariables': { 'fontSize':'14px'}}}%% +graph TD + subgraph Matrix[" "] + direction TB + subgraph Impact3["Impact: HIGH (3)"] + P1I3["Score: 3
Low Risk"] + P2I3["Score: 6
HIGH RISK
Mitigation Required"] + P3I3["Score: 9
CRITICAL
Blocks Release"] + end + subgraph Impact2["Impact: MEDIUM (2)"] + P1I2["Score: 2
Low Risk"] + P2I2["Score: 4
Medium Risk"] + P3I2["Score: 6
HIGH RISK
Mitigation Required"] + end + subgraph Impact1["Impact: LOW (1)"] + P1I1["Score: 1
Low Risk"] + P2I1["Score: 2
Low Risk"] + P3I1["Score: 3
Low Risk"] + end + end + + Prob1["Probability: LOW (1)"] -.-> P1I1 + Prob1 -.-> P1I2 + Prob1 -.-> P1I3 + + Prob2["Probability: MEDIUM (2)"] -.-> P2I1 + Prob2 -.-> P2I2 + Prob2 -.-> P2I3 + + Prob3["Probability: HIGH (3)"] -.-> P3I1 + Prob3 -.-> P3I2 + Prob3 -.-> P3I3 + + style P3I3 fill:#f44336,stroke:#b71c1c,stroke-width:3px,color:#fff + style P2I3 fill:#ff9800,stroke:#e65100,stroke-width:2px,color:#000 + style P3I2 fill:#ff9800,stroke:#e65100,stroke-width:2px,color:#000 + style P2I2 fill:#fff9c4,stroke:#f57f17,stroke-width:1px,color:#000 + style P1I1 fill:#c8e6c9,stroke:#2e7d32,stroke-width:1px,color:#000 + style P2I1 fill:#c8e6c9,stroke:#2e7d32,stroke-width:1px,color:#000 + style P3I1 fill:#c8e6c9,stroke:#2e7d32,stroke-width:1px,color:#000 + style P1I2 fill:#c8e6c9,stroke:#2e7d32,stroke-width:1px,color:#000 + style P1I3 fill:#c8e6c9,stroke:#2e7d32,stroke-width:1px,color:#000 +``` + +**Legend:** +- 🔴 Red (Score 9): CRITICAL - Blocks release +- 🟠 Orange (Score 6-8): HIGH RISK - Mitigation required +- 🟡 Yellow (Score 4-5): MEDIUM - Mitigation recommended +- 🟢 Green (Score 1-3): LOW - Optional mitigation + +### Scoring Examples + +**Score 9 (Critical):** +``` +Feature: Payment processing +Probability: 3 (complex third-party integration) +Impact: 3 (broken payments = lost revenue) +Score: 3 × 3 = 9 + +Action: Extensive testing required +- E2E tests for all payment flows +- API tests for all payment scenarios +- Error handling for all failure modes +- Security testing for payment data +- Load testing for high traffic +- Monitoring and alerts +``` + +**Score 1 (Low):** +``` +Feature: Change profile theme color +Probability: 1 (simple UI toggle) +Impact: 1 (cosmetic only) +Score: 1 × 1 = 1 + +Action: Minimal testing +- One E2E smoke test +- Skip edge cases +- No API tests needed +``` + +**Score 6 (Medium-High):** +``` +Feature: User profile editing +Probability: 2 (moderate complexity) +Impact: 3 (users can't update info) +Score: 2 × 3 = 6 + +Action: Focused testing +- E2E test for happy path +- API tests for CRUD operations +- Validation testing +- Skip low-value edge cases +``` + +## How It Works in TEA + +### 1. Risk Categories + +TEA assesses risk across 6 categories: + +**TECH** - Technical debt, architecture fragility +``` +Example: Migrating from REST to GraphQL +Probability: 3 (major architectural change) +Impact: 3 (affects all API consumers) +Score: 9 - Extensive integration testing required +``` + +**SEC** - Security vulnerabilities +``` +Example: Adding OAuth integration +Probability: 2 (third-party dependency) +Impact: 3 (auth breach = data exposure) +Score: 6 - Security testing mandatory +``` + +**PERF** - Performance degradation +``` +Example: Adding real-time notifications +Probability: 2 (WebSocket complexity) +Impact: 2 (slower experience) +Score: 4 - Load testing recommended +``` + +**DATA** - Data integrity, corruption +``` +Example: Database migration +Probability: 2 (schema changes) +Impact: 3 (data loss unacceptable) +Score: 6 - Data validation tests required +``` + +**BUS** - Business logic errors +``` +Example: Discount calculation +Probability: 2 (business rules complex) +Impact: 3 (wrong prices = revenue loss) +Score: 6 - Business logic tests mandatory +``` + +**OPS** - Operational issues +``` +Example: Logging system update +Probability: 1 (straightforward) +Impact: 2 (debugging harder without logs) +Score: 2 - Basic smoke test sufficient +``` + +### 2. Test Priorities (P0-P3) + +Risk scores inform test priorities (but aren't the only factor): + +**P0 - Critical Path** +- **Risk Scores:** Typically 6-9 (high risk) +- **Other Factors:** Revenue impact, security-critical, regulatory compliance, frequent usage +- **Coverage Target:** 100% +- **Test Levels:** E2E + API +- **Example:** Login, checkout, payment processing + +**P1 - High Value** +- **Risk Scores:** Typically 4-6 (medium-high risk) +- **Other Factors:** Core user journeys, complex logic, integration points +- **Coverage Target:** 90% +- **Test Levels:** API + selective E2E +- **Example:** Profile editing, search, filters + +**P2 - Medium Value** +- **Risk Scores:** Typically 2-4 (medium risk) +- **Other Factors:** Secondary features, admin functionality, reporting +- **Coverage Target:** 50% +- **Test Levels:** API happy path only +- **Example:** Export features, advanced settings + +**P3 - Low Value** +- **Risk Scores:** Typically 1-2 (low risk) +- **Other Factors:** Rarely used, nice-to-have, cosmetic +- **Coverage Target:** 20% (smoke test) +- **Test Levels:** E2E smoke test only +- **Example:** Theme customization, experimental features + +**Note:** Priorities consider risk scores plus business context (usage frequency, user impact, etc.). See [Test Priorities Matrix](/docs/reference/tea/knowledge-base.md#test-priorities-matrix) for complete criteria. + +### 3. Mitigation Plans + +**Scores ≥6 require documented mitigation:** + +```markdown +## Risk Mitigation + +**Risk:** Payment integration failure (Score: 9) + +**Mitigation Plan:** +- Create comprehensive test suite (20+ tests) +- Add payment sandbox environment +- Implement retry logic with idempotency +- Add monitoring and alerts +- Document rollback procedure + +**Owner:** Backend team lead +**Deadline:** Before production deployment +**Status:** In progress +``` + +**Gate Rules:** +- **Score = 9** (Critical): Mandatory FAIL - blocks release without mitigation +- **Score 6-8** (High): Requires mitigation plan, becomes CONCERNS if incomplete +- **Score 4-5** (Medium): Mitigation recommended but not required +- **Score 1-3** (Low): No mitigation needed + +## Comparison: Traditional vs Risk-Based + +### Traditional Approach + +```typescript +// Test everything equally +describe('User profile', () => { + test('should display name'); + test('should display email'); + test('should display phone'); + test('should display address'); + test('should display bio'); + test('should display avatar'); + test('should display join date'); + test('should display last login'); + test('should display theme preference'); + test('should display language preference'); + // 10 tests for profile display (all equal priority) +}); +``` + +**Problems:** +- Same effort for critical (name) vs trivial (theme) +- No guidance on what matters +- Wastes time on low-value tests + +### Risk-Based Approach + +```typescript +// Test based on risk + +describe('User profile - Critical (P0)', () => { + test('should display name and email'); // Score: 9 (identity critical) + test('should allow editing name and email'); + test('should validate email format'); + test('should prevent unauthorized edits'); + // 4 focused tests on high-risk areas +}); + +describe('User profile - High Value (P1)', () => { + test('should upload avatar'); // Score: 6 (users care about this) + test('should update bio'); + // 2 tests for high-value features +}); + +// P2: Theme preference - single smoke test +// P3: Last login display - skip (read-only, low value) +``` + +**Benefits:** +- 6 focused tests vs 10 unfocused tests +- Effort matches business impact +- Clear priorities guide development +- No wasted effort on trivial features + +## When to Use Risk-Based Testing + +### Always Use For: + +**Enterprise projects:** +- High stakes (revenue, compliance, security) +- Many features competing for test effort +- Need objective prioritization + +**Large codebases:** +- Can't test everything exhaustively +- Need to focus limited QA resources +- Want data-driven decisions + +**Regulated industries:** +- Must justify testing decisions +- Auditors want risk assessments +- Compliance requires evidence + +### Consider Skipping For: + +**Tiny projects:** +- 5 features total +- Can test everything thoroughly +- Risk scoring is overhead + +**Prototypes:** +- Throw-away code +- Speed over quality +- Learning experiments + +## Real-World Example + +### Scenario: E-Commerce Checkout Redesign + +**Feature:** Redesigning checkout flow from 5 steps to 3 steps + +**Risk Assessment:** + +| Component | Probability | Impact | Score | Priority | Testing | +|-----------|-------------|--------|-------|----------|---------| +| **Payment processing** | 3 | 3 | 9 | P0 | 15 E2E + 20 API tests | +| **Order validation** | 2 | 3 | 6 | P1 | 5 E2E + 10 API tests | +| **Shipping calculation** | 2 | 2 | 4 | P1 | 3 E2E + 8 API tests | +| **Promo code validation** | 2 | 2 | 4 | P1 | 2 E2E + 5 API tests | +| **Gift message** | 1 | 1 | 1 | P3 | 1 E2E smoke test | + +**Test Budget:** 40 hours + +**Allocation:** +- Payment (Score 9): 20 hours (50%) +- Order validation (Score 6): 8 hours (20%) +- Shipping (Score 4): 6 hours (15%) +- Promo codes (Score 4): 4 hours (10%) +- Gift message (Score 1): 2 hours (5%) + +**Result:** 50% of effort on highest-risk feature (payment), proportional allocation for others. + +### Without Risk-Based Testing: + +**Equal allocation:** 8 hours per component = wasted effort on gift message, under-testing payment. + +**Result:** Payment bugs slip through (critical), perfect testing of gift message (trivial). + +## Mitigation Strategies by Risk Level + +### Score 9: Mandatory Mitigation (Blocks Release) + +```markdown +**Gate Impact:** FAIL - Cannot deploy without mitigation + +**Actions:** +- Comprehensive test suite (E2E, API, security) +- Multiple test environments (dev, staging, prod-mirror) +- Load testing and performance validation +- Security audit and penetration testing +- Monitoring and alerting +- Rollback plan documented +- On-call rotation assigned + +**Cannot deploy until score is mitigated below 9.** +``` + +### Score 6-8: Required Mitigation (Gate: CONCERNS) + +```markdown +**Gate Impact:** CONCERNS - Can deploy with documented mitigation plan + +**Actions:** +- Targeted test suite (happy path + critical errors) +- Test environment setup +- Monitoring plan +- Document mitigation and owners + +**Can deploy with approved mitigation plan.** +``` + +### Score 4-5: Recommended Mitigation + +```markdown +**Gate Impact:** Advisory - Does not affect gate decision + +**Actions:** +- Basic test coverage +- Standard monitoring +- Document known limitations + +**Can deploy, mitigation recommended but not required.** +``` + +### Score 1-3: Optional Mitigation + +```markdown +**Gate Impact:** None + +**Actions:** +- Smoke test if desired +- Feature flag for easy disable (optional) + +**Can deploy without mitigation.** +``` + +## Technical Implementation + +For detailed risk governance patterns, see the knowledge base: +- [Knowledge Base Index - Risk & Gates](/docs/reference/tea/knowledge-base.md) +- [TEA Command Reference - *test-design](/docs/reference/tea/commands.md#test-design) + +### Risk Scoring Matrix + +TEA uses this framework in `*test-design`: + +``` + Impact + 1 2 3 + ┌────┬────┬────┐ + 1 │ 1 │ 2 │ 3 │ Low risk +P 2 │ 2 │ 4 │ 6 │ Medium risk +r 3 │ 3 │ 6 │ 9 │ High risk +o └────┴────┴────┘ +b Low Med High +``` + +### Gate Decision Rules + +| Score | Mitigation Required | Gate Impact | +|-------|-------------------|-------------| +| **9** | Mandatory, blocks release | FAIL if no mitigation | +| **6-8** | Required, documented plan | CONCERNS if incomplete | +| **4-5** | Recommended | Advisory only | +| **1-3** | Optional | No impact | + +#### Gate Decision Flow + +```mermaid +%%{init: {'theme':'base', 'themeVariables': { 'fontSize':'14px'}}}%% +flowchart TD + Start([Risk Assessment]) --> Score{Risk Score?} + + Score -->|Score = 9| Critical[CRITICAL RISK
Score: 9] + Score -->|Score 6-8| High[HIGH RISK
Score: 6-8] + Score -->|Score 4-5| Medium[MEDIUM RISK
Score: 4-5] + Score -->|Score 1-3| Low[LOW RISK
Score: 1-3] + + Critical --> HasMit9{Mitigation
Plan?} + HasMit9 -->|Yes| Concerns9[CONCERNS ⚠️
Can deploy with plan] + HasMit9 -->|No| Fail[FAIL ❌
Blocks release] + + High --> HasMit6{Mitigation
Plan?} + HasMit6 -->|Yes| Pass6[PASS ✅
or CONCERNS ⚠️] + HasMit6 -->|No| Concerns6[CONCERNS ⚠️
Document plan needed] + + Medium --> Advisory[Advisory Only
No gate impact] + Low --> NoAction[No Action
Proceed] + + style Critical fill:#f44336,stroke:#b71c1c,stroke-width:3px,color:#fff + style Fail fill:#d32f2f,stroke:#b71c1c,stroke-width:3px,color:#fff + style High fill:#ff9800,stroke:#e65100,stroke-width:2px,color:#000 + style Concerns9 fill:#ffc107,stroke:#f57f17,stroke-width:2px,color:#000 + style Concerns6 fill:#ffc107,stroke:#f57f17,stroke-width:2px,color:#000 + style Pass6 fill:#4caf50,stroke:#1b5e20,stroke-width:2px,color:#fff + style Medium fill:#fff9c4,stroke:#f57f17,stroke-width:1px,color:#000 + style Low fill:#c8e6c9,stroke:#2e7d32,stroke-width:1px,color:#000 + style Advisory fill:#e8f5e9,stroke:#2e7d32,stroke-width:1px,color:#000 + style NoAction fill:#e8f5e9,stroke:#2e7d32,stroke-width:1px,color:#000 +``` + +## Common Misconceptions + +### "Risk-based = Less Testing" + +**Wrong:** Risk-based testing often means MORE testing where it matters. + +**Example:** +- Traditional: 50 tests spread equally +- Risk-based: 70 tests focused on P0/P1 (more total, better allocated) + +### "Low Priority = Skip Testing" + +**Wrong:** P3 still gets smoke tests. + +**Correct:** +- P3: Smoke test (feature works at all) +- P2: Happy path (feature works correctly) +- P1: Happy path + errors +- P0: Comprehensive (all scenarios) + +### "Risk Scores Are Permanent" + +**Wrong:** Risk changes over time. + +**Correct:** +- Initial launch: Payment is Score 9 (untested integration) +- After 6 months: Payment is Score 6 (proven in production) +- Re-assess risk quarterly + +## Related Concepts + +**Core TEA Concepts:** +- [Test Quality Standards](/docs/explanation/tea/test-quality-standards.md) - Quality complements risk assessment +- [Engagement Models](/docs/explanation/tea/engagement-models.md) - When risk-based testing matters most +- [Knowledge Base System](/docs/explanation/tea/knowledge-base-system.md) - How risk patterns are loaded + +**Technical Patterns:** +- [Fixture Architecture](/docs/explanation/tea/fixture-architecture.md) - Building risk-appropriate test infrastructure +- [Network-First Patterns](/docs/explanation/tea/network-first-patterns.md) - Quality patterns for high-risk features + +**Overview:** +- [TEA Overview](/docs/explanation/features/tea-overview.md) - Risk assessment in TEA lifecycle +- [Testing as Engineering](/docs/explanation/philosophy/testing-as-engineering.md) - Design philosophy + +## Practical Guides + +**Workflow Guides:** +- [How to Run Test Design](/docs/how-to/workflows/run-test-design.md) - Apply risk scoring +- [How to Run Trace](/docs/how-to/workflows/run-trace.md) - Gate decisions based on risk +- [How to Run NFR Assessment](/docs/how-to/workflows/run-nfr-assess.md) - NFR risk assessment + +**Use-Case Guides:** +- [Running TEA for Enterprise](/docs/how-to/enterprise/use-tea-for-enterprise.md) - Enterprise risk management + +## Reference + +- [TEA Command Reference](/docs/reference/tea/commands.md) - `*test-design`, `*nfr-assess`, `*trace` +- [Knowledge Base Index](/docs/reference/tea/knowledge-base.md) - Risk governance fragments +- [Glossary](/docs/reference/glossary/index.md#test-architect-tea-concepts) - Risk-based testing term + +--- + +Generated with [BMad Method](https://bmad-method.org) - TEA (Test Architect) diff --git a/docs/explanation/tea/test-quality-standards.md b/docs/explanation/tea/test-quality-standards.md new file mode 100644 index 00000000..58d5d318 --- /dev/null +++ b/docs/explanation/tea/test-quality-standards.md @@ -0,0 +1,907 @@ +--- +title: "Test Quality Standards Explained" +description: Understanding TEA's Definition of Done for deterministic, isolated, and maintainable tests +--- + +# Test Quality Standards Explained + +Test quality standards define what makes a test "good" in TEA. These aren't suggestions - they're the Definition of Done that prevents tests from rotting in review. + +## Overview + +**TEA's Quality Principles:** +- **Deterministic** - Same result every run +- **Isolated** - No dependencies on other tests +- **Explicit** - Assertions visible in test body +- **Focused** - Single responsibility, appropriate size +- **Fast** - Execute in reasonable time + +**Why these matter:** Tests that violate these principles create maintenance burden, slow down development, and lose team trust. + +## The Problem + +### Tests That Rot in Review + +```typescript +// ❌ The anti-pattern: This test will rot +test('user can do stuff', async ({ page }) => { + await page.goto('/'); + await page.waitForTimeout(5000); // Non-deterministic + + if (await page.locator('.banner').isVisible()) { // Conditional + await page.click('.dismiss'); + } + + try { // Try-catch for flow control + await page.click('#load-more'); + } catch (e) { + // Silently continue + } + + // ... 300 more lines of test logic + // ... no clear assertions +}); +``` + +**What's wrong:** +- **Hard wait** - Flaky, wastes time +- **Conditional** - Non-deterministic behavior +- **Try-catch** - Hides failures +- **Too large** - Hard to maintain +- **Vague name** - Unclear purpose +- **No explicit assertions** - What's being tested? + +**Result:** PR review comments: "This test is flaky, please fix" → never merged → test deleted → coverage lost + +### AI-Generated Tests Without Standards + +AI-generated tests without quality guardrails: + +```typescript +// AI generates 50 tests like this: +test('test1', async ({ page }) => { + await page.goto('/'); + await page.waitForTimeout(3000); + // ... flaky, vague, redundant +}); + +test('test2', async ({ page }) => { + await page.goto('/'); + await page.waitForTimeout(3000); + // ... duplicates test1 +}); + +// ... 48 more similar tests +``` + +**Result:** 50 tests, 80% redundant, 90% flaky, 0% trusted by team - low-quality outputs that create maintenance burden. + +## The Solution: TEA's Quality Standards + +### 1. Determinism (No Flakiness) + +**Rule:** Test produces same result every run. + +**Requirements:** +- ❌ No hard waits (`waitForTimeout`) +- ❌ No conditionals for flow control (`if/else`) +- ❌ No try-catch for flow control +- ✅ Use network-first patterns (wait for responses) +- ✅ Use explicit waits (waitForSelector, waitForResponse) + +**Bad Example:** +```typescript +test('flaky test', async ({ page }) => { + await page.click('button'); + await page.waitForTimeout(2000); // ❌ Might be too short + + if (await page.locator('.modal').isVisible()) { // ❌ Non-deterministic + await page.click('.dismiss'); + } + + try { // ❌ Silently handles errors + await expect(page.locator('.success')).toBeVisible(); + } catch (e) { + // Test passes even if assertion fails! + } +}); +``` + +**Good Example (Vanilla Playwright):** +```typescript +test('deterministic test', async ({ page }) => { + const responsePromise = page.waitForResponse( + resp => resp.url().includes('/api/submit') && resp.ok() + ); + + await page.click('button'); + await responsePromise; // ✅ Wait for actual response + + // Modal should ALWAYS show (make it deterministic) + await expect(page.locator('.modal')).toBeVisible(); + await page.click('.dismiss'); + + // Explicit assertion (fails if not visible) + await expect(page.locator('.success')).toBeVisible(); +}); +``` + +**With Playwright Utils (Even Cleaner):** +```typescript +import { test } from '@seontechnologies/playwright-utils/fixtures'; +import { expect } from '@playwright/test'; + +test('deterministic test', async ({ page, interceptNetworkCall }) => { + const submitCall = interceptNetworkCall({ + method: 'POST', + url: '**/api/submit' + }); + + await page.click('button'); + + // Wait for actual response (automatic JSON parsing) + const { status, responseJson } = await submitCall; + expect(status).toBe(200); + + // Modal should ALWAYS show (make it deterministic) + await expect(page.locator('.modal')).toBeVisible(); + await page.click('.dismiss'); + + // Explicit assertion (fails if not visible) + await expect(page.locator('.success')).toBeVisible(); +}); +``` + +**Why both work:** +- Waits for actual event (network response) +- No conditionals (behavior is deterministic) +- Assertions fail loudly (no silent failures) +- Same result every run (deterministic) + +**Playwright Utils additional benefits:** +- Automatic JSON parsing +- `{ status, responseJson }` structure (can validate response data) +- No manual `await response.json()` + +### 2. Isolation (No Dependencies) + +**Rule:** Test runs independently, no shared state. + +**Requirements:** +- ✅ Self-cleaning (cleanup after test) +- ✅ No global state dependencies +- ✅ Can run in parallel +- ✅ Can run in any order +- ✅ Use unique test data + +**Bad Example:** +```typescript +// ❌ Tests depend on execution order +let userId: string; // Shared global state + +test('create user', async ({ apiRequest }) => { + const { body } = await apiRequest({ + method: 'POST', + path: '/api/users', + body: { email: 'test@example.com' } (hard-coded) + }); + userId = body.id; // Store in global +}); + +test('update user', async ({ apiRequest }) => { + // Depends on previous test setting userId + await apiRequest({ + method: 'PATCH', + path: `/api/users/${userId}`, + body: { name: 'Updated' } + }); + // No cleanup - leaves user in database +}); +``` + +**Problems:** +- Tests must run in order (can't parallelize) +- Second test fails if first skipped (`.only`) +- Hard-coded data causes conflicts +- No cleanup (database fills with test data) + +**Good Example (Vanilla Playwright):** +```typescript +test('should update user profile', async ({ request }) => { + // Create unique test data + const testEmail = `test-${Date.now()}@example.com`; + + // Setup: Create user + const createResp = await request.post('/api/users', { + data: { email: testEmail, name: 'Original' } + }); + const user = await createResp.json(); + + // Test: Update user + const updateResp = await request.patch(`/api/users/${user.id}`, { + data: { name: 'Updated' } + }); + const updated = await updateResp.json(); + + expect(updated.name).toBe('Updated'); + + // Cleanup: Delete user + await request.delete(`/api/users/${user.id}`); +}); +``` + +**Even Better (With Playwright Utils):** +```typescript +import { test } from '@seontechnologies/playwright-utils/api-request/fixtures'; +import { expect } from '@playwright/test'; +import { faker } from '@faker-js/faker'; + +test('should update user profile', async ({ apiRequest }) => { + // Dynamic unique test data + const testEmail = faker.internet.email(); + + // Setup: Create user + const { status: createStatus, body: user } = await apiRequest({ + method: 'POST', + path: '/api/users', + body: { email: testEmail, name: faker.person.fullName() } + }); + + expect(createStatus).toBe(201); + + // Test: Update user + const { status, body: updated } = await apiRequest({ + method: 'PATCH', + path: `/api/users/${user.id}`, + body: { name: 'Updated Name' } + }); + + expect(status).toBe(200); + expect(updated.name).toBe('Updated Name'); + + // Cleanup: Delete user + await apiRequest({ + method: 'DELETE', + path: `/api/users/${user.id}` + }); +}); +``` + +**Playwright Utils Benefits:** +- `{ status, body }` destructuring (cleaner than `response.status()` + `await response.json()`) +- No manual `await response.json()` +- Automatic retry for 5xx errors +- Optional schema validation with `.validateSchema()` + +**Why it works:** +- No global state +- Unique test data (no conflicts) +- Self-cleaning (deletes user) +- Can run in parallel +- Can run in any order + +### 3. Explicit Assertions (No Hidden Validation) + +**Rule:** Assertions visible in test body, not abstracted. + +**Requirements:** +- ✅ Assertions in test code (not helper functions) +- ✅ Specific assertions (not generic `toBeTruthy`) +- ✅ Meaningful expectations (test actual behavior) + +**Bad Example:** +```typescript +// ❌ Assertions hidden in helper +async function verifyProfilePage(page: Page) { + // Assertions buried in helper (not visible in test) + await expect(page.locator('h1')).toBeVisible(); + await expect(page.locator('.email')).toContainText('@'); + await expect(page.locator('.name')).not.toBeEmpty(); +} + +test('profile page', async ({ page }) => { + await page.goto('/profile'); + await verifyProfilePage(page); // What's being verified? +}); +``` + +**Problems:** +- Can't see what's tested (need to read helper) +- Hard to debug failures (which assertion failed?) +- Reduces test readability +- Hides important validation + +**Good Example:** +```typescript +// ✅ Assertions explicit in test +test('should display profile with correct data', async ({ page }) => { + await page.goto('/profile'); + + // Explicit assertions - clear what's tested + await expect(page.locator('h1')).toContainText('Test User'); + await expect(page.locator('.email')).toContainText('test@example.com'); + await expect(page.locator('.bio')).toContainText('Software Engineer'); + await expect(page.locator('img[alt="Avatar"]')).toBeVisible(); +}); +``` + +**Why it works:** +- See what's tested at a glance +- Debug failures easily (know which assertion failed) +- Test is self-documenting +- No hidden behavior + +**Exception:** Use helper for setup/cleanup, not assertions. + +### 4. Focused Tests (Appropriate Size) + +**Rule:** Test has single responsibility, reasonable size. + +**Requirements:** +- ✅ Test size < 300 lines +- ✅ Single responsibility (test one thing well) +- ✅ Clear describe/test names +- ✅ Appropriate scope (not too granular, not too broad) + +**Bad Example:** +```typescript +// ❌ 500-line test testing everything +test('complete user flow', async ({ page }) => { + // Registration (50 lines) + await page.goto('/register'); + await page.fill('#email', 'test@example.com'); + // ... 48 more lines + + // Profile setup (100 lines) + await page.goto('/profile'); + // ... 98 more lines + + // Settings configuration (150 lines) + await page.goto('/settings'); + // ... 148 more lines + + // Data export (200 lines) + await page.goto('/export'); + // ... 198 more lines + + // Total: 500 lines, testing 4 different features +}); +``` + +**Problems:** +- Failure in line 50 prevents testing lines 51-500 +- Hard to understand (what's being tested?) +- Slow to execute (testing too much) +- Hard to debug (which feature failed?) + +**Good Example:** +```typescript +// ✅ Focused tests - one responsibility each + +test('should register new user', async ({ page }) => { + await page.goto('/register'); + await page.fill('#email', 'test@example.com'); + await page.fill('#password', 'password123'); + await page.click('button[type="submit"]'); + + await expect(page).toHaveURL('/welcome'); + await expect(page.locator('h1')).toContainText('Welcome'); +}); + +test('should configure user profile', async ({ page, authSession }) => { + await authSession.login({ email: 'test@example.com', password: 'pass' }); + await page.goto('/profile'); + + await page.fill('#name', 'Test User'); + await page.fill('#bio', 'Software Engineer'); + await page.click('button:has-text("Save")'); + + await expect(page.locator('.success')).toBeVisible(); +}); + +// ... separate tests for settings, export (each < 50 lines) +``` + +**Why it works:** +- Each test has one responsibility +- Failure is easy to diagnose +- Can run tests independently +- Test names describe exactly what's tested + +### 5. Fast Execution (Performance Budget) + +**Rule:** Individual test executes in < 1.5 minutes. + +**Requirements:** +- ✅ Test execution < 90 seconds +- ✅ Efficient selectors (getByRole > XPath) +- ✅ Minimal redundant actions +- ✅ Parallel execution enabled + +**Bad Example:** +```typescript +// ❌ Slow test (3+ minutes) +test('slow test', async ({ page }) => { + await page.goto('/'); + await page.waitForTimeout(10000); // 10s wasted + + // Navigate through 10 pages (2 minutes) + for (let i = 1; i <= 10; i++) { + await page.click(`a[href="/page-${i}"]`); + await page.waitForTimeout(5000); // 5s per page = 50s wasted + } + + // Complex XPath selector (slow) + await page.locator('//div[@class="container"]/section[3]/div[2]/p').click(); + + // More waiting + await page.waitForTimeout(30000); // 30s wasted + + await expect(page.locator('.result')).toBeVisible(); +}); +``` + +**Total time:** 3+ minutes (95 seconds wasted on hard waits) + +**Good Example (Vanilla Playwright):** +```typescript +// ✅ Fast test (< 10 seconds) +test('fast test', async ({ page }) => { + // Set up response wait + const apiPromise = page.waitForResponse( + resp => resp.url().includes('/api/result') && resp.ok() + ); + + await page.goto('/'); + + // Direct navigation (skip intermediate pages) + await page.goto('/page-10'); + + // Efficient selector + await page.getByRole('button', { name: 'Submit' }).click(); + + // Wait for actual response (fast when API is fast) + await apiPromise; + + await expect(page.locator('.result')).toBeVisible(); +}); +``` + +**With Playwright Utils:** +```typescript +import { test } from '@seontechnologies/playwright-utils/fixtures'; +import { expect } from '@playwright/test'; + +test('fast test', async ({ page, interceptNetworkCall }) => { + // Set up interception + const resultCall = interceptNetworkCall({ + method: 'GET', + url: '**/api/result' + }); + + await page.goto('/'); + + // Direct navigation (skip intermediate pages) + await page.goto('/page-10'); + + // Efficient selector + await page.getByRole('button', { name: 'Submit' }).click(); + + // Wait for actual response (automatic JSON parsing) + const { status, responseJson } = await resultCall; + + expect(status).toBe(200); + await expect(page.locator('.result')).toBeVisible(); + + // Can also validate response data if needed + // expect(responseJson.data).toBeDefined(); +}); +``` + +**Total time:** < 10 seconds (no wasted waits) + +**Both examples achieve:** +- No hard waits (wait for actual events) +- Direct navigation (skip unnecessary steps) +- Efficient selectors (getByRole) +- Fast execution + +**Playwright Utils bonus:** +- Can validate API response data easily +- Automatic JSON parsing +- Cleaner API + +## TEA's Quality Scoring + +TEA reviews tests against these standards in `*test-review`: + +### Scoring Categories (100 points total) + +**Determinism (35 points):** +- No hard waits: 10 points +- No conditionals: 10 points +- No try-catch flow: 10 points +- Network-first patterns: 5 points + +**Isolation (25 points):** +- Self-cleaning: 15 points +- No global state: 5 points +- Parallel-safe: 5 points + +**Assertions (20 points):** +- Explicit in test body: 10 points +- Specific and meaningful: 10 points + +**Structure (10 points):** +- Test size < 300 lines: 5 points +- Clear naming: 5 points + +**Performance (10 points):** +- Execution time < 1.5 min: 10 points + +#### Quality Scoring Breakdown + +```mermaid +%%{init: {'theme':'base', 'themeVariables': { 'fontSize':'14px'}}}%% +pie title Test Quality Score (100 points) + "Determinism" : 35 + "Isolation" : 25 + "Assertions" : 20 + "Structure" : 10 + "Performance" : 10 +``` + +```mermaid +%%{init: {'theme':'base', 'themeVariables': { 'fontSize':'13px'}}}%% +flowchart LR + subgraph Det[Determinism - 35 pts] + D1[No hard waits
10 pts] + D2[No conditionals
10 pts] + D3[No try-catch flow
10 pts] + D4[Network-first
5 pts] + end + + subgraph Iso[Isolation - 25 pts] + I1[Self-cleaning
15 pts] + I2[No global state
5 pts] + I3[Parallel-safe
5 pts] + end + + subgraph Assrt[Assertions - 20 pts] + A1[Explicit in body
10 pts] + A2[Specific/meaningful
10 pts] + end + + subgraph Struct[Structure - 10 pts] + S1[Size < 300 lines
5 pts] + S2[Clear naming
5 pts] + end + + subgraph Perf[Performance - 10 pts] + P1[Time < 1.5 min
10 pts] + end + + Det --> Total([Total: 100 points]) + Iso --> Total + Assrt --> Total + Struct --> Total + Perf --> Total + + style Det fill:#ffebee,stroke:#c62828,stroke-width:2px + style Iso fill:#e3f2fd,stroke:#1565c0,stroke-width:2px + style Assrt fill:#f3e5f5,stroke:#6a1b9a,stroke-width:2px + style Struct fill:#fff9c4,stroke:#f57f17,stroke-width:2px + style Perf fill:#e8f5e9,stroke:#2e7d32,stroke-width:2px + style Total fill:#fff,stroke:#000,stroke-width:3px +``` + +### Score Interpretation + +| Score | Interpretation | Action | +| ---------- | -------------- | -------------------------------------- | +| **90-100** | Excellent | Production-ready, minimal changes | +| **80-89** | Good | Minor improvements recommended | +| **70-79** | Acceptable | Address recommendations before release | +| **60-69** | Needs Work | Fix critical issues | +| **< 60** | Critical | Significant refactoring needed | + +## Comparison: Good vs Bad Tests + +### Example: User Login + +**Bad Test (Score: 45/100):** +```typescript +test('login test', async ({ page }) => { // Vague name + await page.goto('/login'); + await page.waitForTimeout(3000); // -10 (hard wait) + + await page.fill('[name="email"]', 'test@example.com'); + await page.fill('[name="password"]', 'password'); + + if (await page.locator('.remember-me').isVisible()) { // -10 (conditional) + await page.click('.remember-me'); + } + + await page.click('button'); + + try { // -10 (try-catch flow) + await page.waitForURL('/dashboard', { timeout: 5000 }); + } catch (e) { + // Ignore navigation failure + } + + // No assertions! -10 + // No cleanup! -10 +}); +``` + +**Issues:** +- Determinism: 5/35 (hard wait, conditional, try-catch) +- Isolation: 10/25 (no cleanup) +- Assertions: 0/20 (no assertions!) +- Structure: 15/10 (okay) +- Performance: 5/10 (slow) +- **Total: 45/100** + +**Good Test (Score: 95/100):** +```typescript +test('should login with valid credentials and redirect to dashboard', async ({ page, authSession }) => { + // Use fixture for deterministic auth + const loginPromise = page.waitForResponse( + resp => resp.url().includes('/api/auth/login') && resp.ok() + ); + + await page.goto('/login'); + await page.getByLabel('Email').fill('test@example.com'); + await page.getByLabel('Password').fill('password123'); + await page.getByRole('button', { name: 'Sign in' }).click(); + + // Wait for actual API response + const response = await loginPromise; + const { token } = await response.json(); + + // Explicit assertions + expect(token).toBeDefined(); + await expect(page).toHaveURL('/dashboard'); + await expect(page.getByText('Welcome back')).toBeVisible(); + + // Cleanup handled by authSession fixture +}); +``` + +**Quality:** +- Determinism: 35/35 (network-first, no conditionals) +- Isolation: 25/25 (fixture handles cleanup) +- Assertions: 20/20 (explicit and specific) +- Structure: 10/10 (clear name, focused) +- Performance: 5/10 (< 1 min) +- **Total: 95/100** + +### Example: API Testing + +**Bad Test (Score: 50/100):** +```typescript +test('api test', async ({ request }) => { + const response = await request.post('/api/users', { + data: { email: 'test@example.com' } // Hard-coded (conflicts) + }); + + if (response.ok()) { // Conditional + const user = await response.json(); + // Weak assertion + expect(user).toBeTruthy(); + } + + // No cleanup - user left in database +}); +``` + +**Good Test (Score: 92/100):** +```typescript +test('should create user with valid data', async ({ apiRequest }) => { + // Unique test data + const testEmail = `test-${Date.now()}@example.com`; + + // Create user + const { status, body } = await apiRequest({ + method: 'POST', + path: '/api/users', + body: { email: testEmail, name: 'Test User' } + }); + + // Explicit assertions + expect(status).toBe(201); + expect(body.id).toBeDefined(); + expect(body.email).toBe(testEmail); + expect(body.name).toBe('Test User'); + + // Cleanup + await apiRequest({ + method: 'DELETE', + path: `/api/users/${body.id}` + }); +}); +``` + +## How TEA Enforces Standards + +### During Test Generation (`*atdd`, `*automate`) + +TEA generates tests following standards by default: + +```typescript +// TEA-generated test (automatically follows standards) +test('should submit contact form', async ({ page }) => { + // Network-first pattern (no hard waits) + const submitPromise = page.waitForResponse( + resp => resp.url().includes('/api/contact') && resp.ok() + ); + + // Accessible selectors (resilient) + await page.getByLabel('Name').fill('Test User'); + await page.getByLabel('Email').fill('test@example.com'); + await page.getByLabel('Message').fill('Test message'); + await page.getByRole('button', { name: 'Send' }).click(); + + const response = await submitPromise; + const result = await response.json(); + + // Explicit assertions + expect(result.success).toBe(true); + await expect(page.getByText('Message sent')).toBeVisible(); + + // Size: 15 lines (< 300 ✓) + // Execution: ~2 seconds (< 90s ✓) +}); +``` + +### During Test Review (*test-review) + +TEA audits tests and flags violations: + +```markdown +## Critical Issues + +### Hard Wait Detected (tests/login.spec.ts:23) +**Issue:** `await page.waitForTimeout(3000)` +**Score Impact:** -10 (Determinism) +**Fix:** Use network-first pattern + +### Conditional Flow Control (tests/profile.spec.ts:45) +**Issue:** `if (await page.locator('.banner').isVisible())` +**Score Impact:** -10 (Determinism) +**Fix:** Make banner presence deterministic + +## Recommendations + +### Extract Fixture (tests/auth.spec.ts) +**Issue:** Login code repeated 5 times +**Score Impact:** -3 (Structure) +**Fix:** Extract to authSession fixture +``` + +## Definition of Done Checklist + +When is a test "done"? + +**Test Quality DoD:** +- [ ] No hard waits (`waitForTimeout`) +- [ ] No conditionals for flow control +- [ ] No try-catch for flow control +- [ ] Network-first patterns used +- [ ] Assertions explicit in test body +- [ ] Test size < 300 lines +- [ ] Clear, descriptive test name +- [ ] Self-cleaning (cleanup in afterEach or test) +- [ ] Unique test data (no hard-coded values) +- [ ] Execution time < 1.5 minutes +- [ ] Can run in parallel +- [ ] Can run in any order + +**Code Review DoD:** +- [ ] Test quality score > 80 +- [ ] No critical issues from `*test-review` +- [ ] Follows project patterns (fixtures, selectors) +- [ ] Test reviewed by team member + +## Common Quality Issues + +### Issue: "My test needs conditionals for optional elements" + +**Wrong approach:** +```typescript +if (await page.locator('.banner').isVisible()) { + await page.click('.dismiss'); +} +``` + +**Right approach - Make it deterministic:** +```typescript +// Option 1: Always expect banner +await expect(page.locator('.banner')).toBeVisible(); +await page.click('.dismiss'); + +// Option 2: Test both scenarios separately +test('should show banner for new users', ...); +test('should not show banner for returning users', ...); +``` + +### Issue: "My test needs try-catch for error handling" + +**Wrong approach:** +```typescript +try { + await page.click('#optional-button'); +} catch (e) { + // Silently continue +} +``` + +**Right approach - Make failures explicit:** +```typescript +// Option 1: Button should exist +await page.click('#optional-button'); // Fails loudly if missing + +// Option 2: Button might not exist (test both) +test('should work with optional button', async ({ page }) => { + const hasButton = await page.locator('#optional-button').count() > 0; + if (hasButton) { + await page.click('#optional-button'); + } + // But now you're testing optional behavior explicitly +}); +``` + +### Issue: "Hard waits are easier than network patterns" + +**Short-term:** Hard waits seem simpler +**Long-term:** Flaky tests waste more time than learning network patterns + +**Investment:** +- 30 minutes to learn network-first patterns +- Prevents hundreds of hours debugging flaky tests +- Tests run faster (no wasted waits) +- Team trusts test suite + +## Technical Implementation + +For detailed test quality patterns, see: +- [Test Quality Fragment](/docs/reference/tea/knowledge-base.md#test-quality) +- [Test Levels Framework Fragment](/docs/reference/tea/knowledge-base.md#test-levels-framework) +- [Complete Knowledge Base Index](/docs/reference/tea/knowledge-base.md) + +## Related Concepts + +**Core TEA Concepts:** +- [Risk-Based Testing](/docs/explanation/tea/risk-based-testing.md) - Quality scales with risk +- [Knowledge Base System](/docs/explanation/tea/knowledge-base-system.md) - How standards are enforced +- [Engagement Models](/docs/explanation/tea/engagement-models.md) - Quality in different models + +**Technical Patterns:** +- [Network-First Patterns](/docs/explanation/tea/network-first-patterns.md) - Determinism explained +- [Fixture Architecture](/docs/explanation/tea/fixture-architecture.md) - Isolation through fixtures + +**Overview:** +- [TEA Overview](/docs/explanation/features/tea-overview.md) - Quality standards in lifecycle +- [Testing as Engineering](/docs/explanation/philosophy/testing-as-engineering.md) - Why quality matters + +## Practical Guides + +**Workflow Guides:** +- [How to Run Test Review](/docs/how-to/workflows/run-test-review.md) - Audit against these standards +- [How to Run ATDD](/docs/how-to/workflows/run-atdd.md) - Generate quality tests +- [How to Run Automate](/docs/how-to/workflows/run-automate.md) - Expand with quality + +**Use-Case Guides:** +- [Using TEA with Existing Tests](/docs/how-to/brownfield/use-tea-with-existing-tests.md) - Improve legacy quality +- [Running TEA for Enterprise](/docs/how-to/enterprise/use-tea-for-enterprise.md) - Enterprise quality thresholds + +## Reference + +- [TEA Command Reference](/docs/reference/tea/commands.md) - *test-review command +- [Knowledge Base Index](/docs/reference/tea/knowledge-base.md) - Test quality fragment +- [Glossary](/docs/reference/glossary/index.md#test-architect-tea-concepts) - TEA terminology + +--- + +Generated with [BMad Method](https://bmad-method.org) - TEA (Test Architect) diff --git a/docs/how-to/brownfield/use-tea-with-existing-tests.md b/docs/how-to/brownfield/use-tea-with-existing-tests.md new file mode 100644 index 00000000..b2590373 --- /dev/null +++ b/docs/how-to/brownfield/use-tea-with-existing-tests.md @@ -0,0 +1,577 @@ +--- +title: "Using TEA with Existing Tests (Brownfield)" +description: Apply TEA workflows to legacy codebases with existing test suites +--- + +# Using TEA with Existing Tests (Brownfield) + +Use TEA on brownfield projects (existing codebases with legacy tests) to establish coverage baselines, identify gaps, and improve test quality without starting from scratch. + +## When to Use This + +- Existing codebase with some tests already written +- Legacy test suite needs quality improvement +- Adding features to existing application +- Need to understand current test coverage +- Want to prevent regression as you add features + +## Prerequisites + +- BMad Method installed +- TEA agent available +- Existing codebase with tests (even if incomplete or low quality) +- Tests run successfully (or at least can be executed) + +**Note:** If your codebase is completely undocumented, run `*document-project` first to create baseline documentation. + +## Brownfield Strategy + +### Phase 1: Establish Baseline + +Understand what you have before changing anything. + +#### Step 1: Baseline Coverage with *trace + +Run `*trace` Phase 1 to map existing tests to requirements: + +``` +*trace +``` + +**Select:** Phase 1 (Requirements Traceability) + +**Provide:** +- Existing requirements docs (PRD, user stories, feature specs) +- Test location (`tests/` or wherever tests live) +- Focus areas (specific features if large codebase) + +**Output:** `traceability-matrix.md` showing: +- Which requirements have tests +- Which requirements lack coverage +- Coverage classification (FULL/PARTIAL/NONE) +- Gap prioritization + +**Example Baseline:** +```markdown +# Baseline Coverage (Before Improvements) + +**Total Requirements:** 50 +**Full Coverage:** 15 (30%) +**Partial Coverage:** 20 (40%) +**No Coverage:** 15 (30%) + +**By Priority:** +- P0: 50% coverage (5/10) ❌ Critical gap +- P1: 40% coverage (8/20) ⚠️ Needs improvement +- P2: 20% coverage (2/10) ✅ Acceptable +``` + +This baseline becomes your improvement target. + +#### Step 2: Quality Audit with *test-review + +Run `*test-review` on existing tests: + +``` +*test-review tests/ +``` + +**Output:** `test-review.md` with quality score and issues. + +**Common Brownfield Issues:** +- Hard waits everywhere (`page.waitForTimeout(5000)`) +- Fragile CSS selectors (`.class > div:nth-child(3)`) +- No test isolation (tests depend on execution order) +- Try-catch for flow control +- Tests don't clean up (leave test data in DB) + +**Example Baseline Quality:** +```markdown +# Quality Score: 55/100 + +**Critical Issues:** 12 +- 8 hard waits +- 4 conditional flow control + +**Recommendations:** 25 +- Extract fixtures +- Improve selectors +- Add network assertions +``` + +This shows where to focus improvement efforts. + +### Phase 2: Prioritize Improvements + +Don't try to fix everything at once. + +#### Focus on Critical Path First + +**Priority 1: P0 Requirements** +``` +Goal: Get P0 coverage to 100% + +Actions: +1. Identify P0 requirements with no tests (from trace) +2. Run *automate to generate tests for missing P0 scenarios +3. Fix critical quality issues in P0 tests (from test-review) +``` + +**Priority 2: Fix Flaky Tests** +``` +Goal: Eliminate flakiness + +Actions: +1. Identify tests with hard waits (from test-review) +2. Replace with network-first patterns +3. Run burn-in loops to verify stability +``` + +**Example Modernization:** + +**Before (Flaky - Hard Waits):** +```typescript +test('checkout completes', async ({ page }) => { + await page.click('button[name="checkout"]'); + await page.waitForTimeout(5000); // ❌ Flaky + await expect(page.locator('.confirmation')).toBeVisible(); +}); +``` + +**After (Network-First - Vanilla):** +```typescript +test('checkout completes', async ({ page }) => { + const checkoutPromise = page.waitForResponse( + resp => resp.url().includes('/api/checkout') && resp.ok() + ); + await page.click('button[name="checkout"]'); + await checkoutPromise; // ✅ Deterministic + await expect(page.locator('.confirmation')).toBeVisible(); +}); +``` + +**After (With Playwright Utils - Cleaner API):** +```typescript +import { test } from '@seontechnologies/playwright-utils/fixtures'; +import { expect } from '@playwright/test'; + +test('checkout completes', async ({ page, interceptNetworkCall }) => { + // Use interceptNetworkCall for cleaner network interception + const checkoutCall = interceptNetworkCall({ + method: 'POST', + url: '**/api/checkout' + }); + + await page.click('button[name="checkout"]'); + + // Wait for response (automatic JSON parsing) + const { status, responseJson: order } = await checkoutCall; + + // Validate API response + expect(status).toBe(200); + expect(order.status).toBe('confirmed'); + + // Validate UI + await expect(page.locator('.confirmation')).toBeVisible(); +}); +``` + +**Playwright Utils Benefits:** +- `interceptNetworkCall` for cleaner network interception +- Automatic JSON parsing (`responseJson` ready to use) +- No manual `await response.json()` +- Glob pattern matching (`**/api/checkout`) +- Cleaner, more maintainable code + +**For automatic error detection,** use `network-error-monitor` fixture separately. See [Integrate Playwright Utils](/docs/how-to/customization/integrate-playwright-utils.md#network-error-monitor). + +**Priority 3: P1 Requirements** +``` +Goal: Get P1 coverage to 80%+ + +Actions: +1. Generate tests for highest-risk P1 gaps +2. Improve test quality incrementally +``` + +#### Create Improvement Roadmap + +```markdown +# Test Improvement Roadmap + +## Week 1: Critical Path (P0) +- [ ] Add 5 missing P0 tests (Epic 1: Auth) +- [ ] Fix 8 hard waits in auth tests +- [ ] Verify P0 coverage = 100% + +## Week 2: Flakiness +- [ ] Replace all hard waits with network-first +- [ ] Fix conditional flow control +- [ ] Run burn-in loops (target: 0 failures in 10 runs) + +## Week 3: High-Value Coverage (P1) +- [ ] Add 10 missing P1 tests +- [ ] Improve selector resilience +- [ ] P1 coverage target: 80% + +## Week 4: Quality Polish +- [ ] Extract fixtures for common patterns +- [ ] Add network assertions +- [ ] Quality score target: 75+ +``` + +### Phase 3: Incremental Improvement + +Apply TEA workflows to new work while improving legacy tests. + +#### For New Features (Greenfield Within Brownfield) + +**Use full TEA workflow:** +``` +1. *test-design (epic-level) - Plan tests for new feature +2. *atdd - Generate failing tests first (TDD) +3. Implement feature +4. *automate - Expand coverage +5. *test-review - Ensure quality +``` + +**Benefits:** +- New code has high-quality tests from day one +- Gradually raises overall quality +- Team learns good patterns + +#### For Bug Fixes (Regression Prevention) + +**Add regression tests:** +``` +1. Reproduce bug with failing test +2. Fix bug +3. Verify test passes +4. Run *test-review on regression test +5. Add to regression test suite +``` + +#### For Refactoring (Regression Safety) + +**Before refactoring:** +``` +1. Run *trace - Baseline coverage +2. Note current coverage % +3. Refactor code +4. Run *trace - Verify coverage maintained +5. No coverage should decrease +``` + +### Phase 4: Continuous Improvement + +Track improvement over time. + +#### Quarterly Quality Audits + +**Q1 Baseline:** +``` +Coverage: 30% +Quality Score: 55/100 +Flakiness: 15% fail rate +``` + +**Q2 Target:** +``` +Coverage: 50% (focus on P0) +Quality Score: 65/100 +Flakiness: 5% +``` + +**Q3 Target:** +``` +Coverage: 70% +Quality Score: 75/100 +Flakiness: 1% +``` + +**Q4 Target:** +``` +Coverage: 85% +Quality Score: 85/100 +Flakiness: <0.5% +``` + +## Brownfield-Specific Tips + +### Don't Rewrite Everything + +**Common mistake:** +``` +"Our tests are bad, let's delete them all and start over!" +``` + +**Better approach:** +``` +"Our tests are bad, let's: +1. Keep tests that work (even if not perfect) +2. Fix critical quality issues incrementally +3. Add tests for gaps +4. Gradually improve over time" +``` + +**Why:** +- Rewriting is risky (might lose coverage) +- Incremental improvement is safer +- Team learns gradually +- Business value delivered continuously + +### Use Regression Hotspots + +**Identify regression-prone areas:** +```markdown +## Regression Hotspots + +**Based on:** +- Bug reports (last 6 months) +- Customer complaints +- Code complexity (cyclomatic complexity >10) +- Frequent changes (git log analysis) + +**High-Risk Areas:** +1. Authentication flow (12 bugs in 6 months) +2. Checkout process (8 bugs) +3. Payment integration (6 bugs) + +**Test Priority:** +- Add regression tests for these areas FIRST +- Ensure P0 coverage before touching code +``` + +### Quarantine Flaky Tests + +Don't let flaky tests block improvement: + +```typescript +// Mark flaky tests with .skip temporarily +test.skip('flaky test - needs fixing', async ({ page }) => { + // TODO: Fix hard wait on line 45 + // TODO: Add network-first pattern +}); +``` + +**Track quarantined tests:** +```markdown +# Quarantined Tests + +| Test | Reason | Owner | Target Fix Date | +| ------------------- | -------------------------- | -------- | --------------- | +| checkout.spec.ts:45 | Hard wait causes flakiness | QA Team | 2026-01-20 | +| profile.spec.ts:28 | Conditional flow control | Dev Team | 2026-01-25 | +``` + +**Fix systematically:** +- Don't accumulate quarantined tests +- Set deadlines for fixes +- Review quarantine list weekly + +### Migrate One Directory at a Time + +**Large test suite?** Improve incrementally: + +**Week 1:** `tests/auth/` +``` +1. Run *test-review on auth tests +2. Fix critical issues +3. Re-review +4. Mark directory as "modernized" +``` + +**Week 2:** `tests/api/` +``` +Same process +``` + +**Week 3:** `tests/e2e/` +``` +Same process +``` + +**Benefits:** +- Focused improvement +- Visible progress +- Team learns patterns +- Lower risk + +### Document Migration Status + +**Track which tests are modernized:** + +```markdown +# Test Suite Status + +| Directory | Tests | Quality Score | Status | Notes | +| ------------------ | ----- | ------------- | ------------- | -------------- | +| tests/auth/ | 15 | 85/100 | ✅ Modernized | Week 1 cleanup | +| tests/api/ | 32 | 78/100 | ⚠️ In Progress | Week 2 | +| tests/e2e/ | 28 | 62/100 | ❌ Legacy | Week 3 planned | +| tests/integration/ | 12 | 45/100 | ❌ Legacy | Week 4 planned | + +**Legend:** +- ✅ Modernized: Quality >80, no critical issues +- ⚠️ In Progress: Active improvement +- ❌ Legacy: Not yet touched +``` + +## Common Brownfield Challenges + +### "We Don't Know What Tests Cover" + +**Problem:** No documentation, unclear what tests do. + +**Solution:** +``` +1. Run *trace - TEA analyzes tests and maps to requirements +2. Review traceability matrix +3. Document findings +4. Use as baseline for improvement +``` + +TEA reverse-engineers test coverage even without documentation. + +### "Tests Are Too Brittle to Touch" + +**Problem:** Afraid to modify tests (might break them). + +**Solution:** +``` +1. Run tests, capture current behavior (baseline) +2. Make small improvement (fix one hard wait) +3. Run tests again +4. If still pass, continue +5. If fail, investigate why + +Incremental changes = lower risk +``` + +### "No One Knows How to Run Tests" + +**Problem:** Test documentation is outdated or missing. + +**Solution:** +``` +1. Document manually or ask TEA to help analyze test structure +2. Create tests/README.md with: + - How to install dependencies + - How to run tests (npx playwright test, npm test, etc.) + - What each test directory contains + - Common issues and troubleshooting +3. Commit documentation for team +``` + +**Note:** `*framework` is for new test setup, not existing tests. For brownfield, document what you have. + +### "Tests Take Hours to Run" + +**Problem:** Full test suite takes 4+ hours. + +**Solution:** +``` +1. Configure parallel execution (shard tests across workers) +2. Add selective testing (run only affected tests on PR) +3. Run full suite nightly only +4. Optimize slow tests (remove hard waits, improve selectors) + +Before: 4 hours sequential +After: 15 minutes with sharding + selective testing +``` + +**How `*ci` helps:** +- Scaffolds CI configuration with parallel sharding examples +- Provides selective testing script templates +- Documents burn-in and optimization strategies +- But YOU configure workers, test selection, and optimization + +**With Playwright Utils burn-in:** +- Smart selective testing based on git diff +- Volume control (run percentage of affected tests) +- See [Integrate Playwright Utils](/docs/how-to/customization/integrate-playwright-utils.md#burn-in) + +### "We Have Tests But They Always Fail" + +**Problem:** Tests are so flaky they're ignored. + +**Solution:** +``` +1. Run *test-review to identify flakiness patterns +2. Fix top 5 flaky tests (biggest impact) +3. Quarantine remaining flaky tests +4. Re-enable as you fix them + +Don't let perfect be the enemy of good +``` + +## Brownfield TEA Workflow + +### Recommended Sequence + +**1. Documentation (if needed):** +``` +*document-project +``` + +**2. Baseline (Phase 2):** +``` +*trace Phase 1 - Establish coverage baseline +*test-review - Establish quality baseline +``` + +**3. Planning (Phase 2-3):** +``` +*prd - Document requirements (if missing) +*architecture - Document architecture (if missing) +*test-design (system-level) - Testability review +``` + +**4. Infrastructure (Phase 3):** +``` +*framework - Modernize test framework (if needed) +*ci - Setup or improve CI/CD +``` + +**5. Per Epic (Phase 4):** +``` +*test-design (epic-level) - Focus on regression hotspots +*automate - Add missing tests +*test-review - Ensure quality +*trace Phase 1 - Refresh coverage +``` + +**6. Release Gate:** +``` +*nfr-assess - Validate NFRs (if enterprise) +*trace Phase 2 - Gate decision +``` + +## Related Guides + +**Workflow Guides:** +- [How to Run Trace](/docs/how-to/workflows/run-trace.md) - Baseline coverage analysis +- [How to Run Test Review](/docs/how-to/workflows/run-test-review.md) - Quality audit +- [How to Run Automate](/docs/how-to/workflows/run-automate.md) - Fill coverage gaps +- [How to Run Test Design](/docs/how-to/workflows/run-test-design.md) - Risk assessment + +**Customization:** +- [Integrate Playwright Utils](/docs/how-to/customization/integrate-playwright-utils.md) - Modernize tests with utilities + +## Understanding the Concepts + +- [Engagement Models](/docs/explanation/tea/engagement-models.md) - Brownfield model explained +- [Test Quality Standards](/docs/explanation/tea/test-quality-standards.md) - What makes tests good +- [Network-First Patterns](/docs/explanation/tea/network-first-patterns.md) - Fix flakiness +- [Risk-Based Testing](/docs/explanation/tea/risk-based-testing.md) - Prioritize improvements + +## Reference + +- [TEA Command Reference](/docs/reference/tea/commands.md) - All 8 workflows +- [TEA Configuration](/docs/reference/tea/configuration.md) - Config options +- [Knowledge Base Index](/docs/reference/tea/knowledge-base.md) - Testing patterns +- [Glossary](/docs/reference/glossary/index.md#test-architect-tea-concepts) - TEA terminology + +--- + +Generated with [BMad Method](https://bmad-method.org) - TEA (Test Architect) diff --git a/docs/how-to/customization/enable-tea-mcp-enhancements.md b/docs/how-to/customization/enable-tea-mcp-enhancements.md new file mode 100644 index 00000000..830ee22f --- /dev/null +++ b/docs/how-to/customization/enable-tea-mcp-enhancements.md @@ -0,0 +1,424 @@ +--- +title: "Enable TEA MCP Enhancements" +description: Configure Playwright MCP servers for live browser verification during TEA workflows +--- + +# Enable TEA MCP Enhancements + +Configure Model Context Protocol (MCP) servers to enable live browser verification, exploratory mode, and recording mode in TEA workflows. + +## What are MCP Enhancements? + +MCP (Model Context Protocol) servers enable AI agents to interact with live browsers during test generation. This allows TEA to: + +- **Explore UIs interactively** - Discover actual functionality through browser automation +- **Verify selectors** - Generate accurate locators from real DOM +- **Validate behavior** - Confirm test scenarios against live applications +- **Debug visually** - Use trace viewer and screenshots during generation + +## When to Use This + +**For UI Testing:** +- Want exploratory mode in `*test-design` (browser-based UI discovery) +- Want recording mode in `*atdd` or `*automate` (verify selectors with live browser) +- Want healing mode in `*automate` (fix tests with visual debugging) +- Need accurate selectors from actual DOM +- Debugging complex UI interactions + +**For API Testing:** +- Want healing mode in `*automate` (analyze failures with trace data) +- Need to debug test failures (network responses, request/response data, timing) +- Want to inspect trace files (network traffic, errors, race conditions) + +**For Both:** +- Visual debugging (trace viewer shows network + UI) +- Test failure analysis (MCP can run tests and extract errors) +- Understanding complex test failures (network + DOM together) + +**Don't use if:** +- You don't have MCP servers configured + +## Prerequisites + +- BMad Method installed +- TEA agent available +- IDE with MCP support (Cursor, VS Code with Claude extension) +- Node.js v18 or later +- Playwright installed + +## Available MCP Servers + +**Two Playwright MCP servers** (actively maintained, continuously updated): + +### 1. Playwright MCP - Browser Automation + +**Command:** `npx @playwright/mcp@latest` + +**Capabilities:** +- Navigate to URLs +- Click elements +- Fill forms +- Take screenshots +- Extract DOM information + +**Best for:** Exploratory mode, recording mode + +### 2. Playwright Test MCP - Test Runner + +**Command:** `npx playwright run-test-mcp-server` + +**Capabilities:** +- Run test files +- Analyze failures +- Extract error messages +- Show trace files + +**Best for:** Healing mode, debugging + +### Recommended: Configure Both + +Both servers work together to provide full TEA MCP capabilities. + +## Setup + +### 1. Configure MCP Servers + +Add to your IDE's MCP configuration: + +```json +{ + "mcpServers": { + "playwright": { + "command": "npx", + "args": ["@playwright/mcp@latest"] + }, + "playwright-test": { + "command": "npx", + "args": ["playwright", "run-test-mcp-server"] + } + } +} +``` + +See [TEA Overview](/docs/explanation/features/tea-overview.md#playwright-mcp-enhancements) for IDE-specific config locations. + +### 2. Enable in BMAD + +Answer "Yes" when prompted during installation, or set in config: + +```yaml +# _bmad/bmm/config.yaml +tea_use_mcp_enhancements: true +``` + +### 3. Verify MCPs Running + +Ensure your MCP servers are running in your IDE. + +## How MCP Enhances TEA Workflows + +### *test-design: Exploratory Mode + +**Without MCP:** +- TEA infers UI functionality from documentation +- Relies on your description of features +- May miss actual UI behavior + +**With MCP:** +TEA can open live browser to: +``` +"Let me explore the profile page to understand the UI" + +[TEA navigates to /profile] +[Takes screenshot] +[Extracts accessible elements] + +"I see the profile has: +- Name field (editable) +- Email field (editable) +- Avatar upload button +- Save button +- Cancel button + +I'll design tests for these interactions." +``` + +**Benefits:** +- Accurate test design based on actual UI +- Discovers functionality you might not describe +- Validates test scenarios are possible + +### *atdd: Recording Mode + +**Without MCP:** +- TEA generates selectors from best practices +- TEA infers API patterns from documentation + +**With MCP (Recording Mode):** + +**For UI Tests:** +``` +[TEA navigates to /login with live browser] +[Inspects actual form fields] + +"I see: +- Email input has label 'Email Address' (not 'Email') +- Password input has label 'Your Password' +- Submit button has text 'Sign In' (not 'Login') + +I'll use these exact selectors." +``` + +**For API Tests:** +``` +[TEA analyzes trace files from test runs] +[Inspects network requests/responses] + +"I see the API returns: +- POST /api/login → 200 with { token, userId } +- Response time: 150ms +- Required headers: Content-Type, Authorization + +I'll validate these in tests." +``` + +**Benefits:** +- UI: Accurate selectors from real DOM +- API: Validated request/response patterns from trace +- Both: Tests work on first run + +### *automate: Healing + Recording Modes + +**Without MCP:** +- TEA analyzes test code only +- Suggests fixes based on static analysis +- Generates tests from documentation/code + +**With MCP:** + +**Healing Mode (UI + API):** +``` +[TEA opens trace file] +[Analyzes screenshots + network tab] + +UI failures: "Button selector changed from 'Save' to 'Save Changes'" +API failures: "Response structure changed, expected {id} got {userId}" + +[TEA makes fixes] +[Verifies with trace analysis] +``` + +**Recording Mode (UI + API):** +``` +UI: [Inspects actual DOM, generates verified selectors] +API: [Analyzes network traffic, validates request/response patterns] + +[Generates tests with verified patterns] +[Tests work on first run] +``` + +**Benefits:** +- Visual debugging + trace analysis (not just UI) +- Verified selectors (UI) + network patterns (API) +- Tests verified against actual application behavior + +## Usage Examples + +### Exploratory Mode Example + +``` +User: Run *test-design + +TEA: What feature are you designing tests for? + +User: The checkout flow at https://shop.example.com + +TEA: [With MCP] Let me explore the checkout flow +[Opens browser] +[Navigates to checkout] +[Takes screenshots] +[Identifies all interactive elements] + +TEA: I've explored the checkout flow. I found: +- 4-step wizard (Cart → Shipping → Payment → Confirm) +- Shipping options (Standard, Express, Overnight) +- Payment methods (Credit Card, PayPal) +- Promo code field +- Order summary with real-time totals + +Test design will cover all these scenarios. +``` + +### Recording Mode Example + +``` +User: Run *atdd for user registration feature + +TEA: [With MCP] Let me verify the registration form selectors +[Opens browser at /register] +[Inspects form] + +TEA: I see the actual form has: +- "Full Name" label (not "Name") +- "Email Address" label (not "Email") +- "Create Password" label (not "Password") +- "I agree to Terms" checkbox +- "Create Account" button (not "Register") + +Generating tests with verified selectors... +``` + +### Healing Mode Example + +``` +User: Run *automate with healing mode + +TEA: [With MCP] Running tests and checking for failures +[Runs test suite] +[Test fails: selector not found] + +TEA: Test failed on selector '.submit-btn' +[Opens trace viewer] +[Sees button class changed to '.submit-button'] + +Fixing selector and verifying... +[Updates test] +[Re-runs with MCP] +[Test passes] + +Updated test with corrected selector. +``` + +## Troubleshooting + +### MCP Servers Not Running + +**Problem:** TEA says MCP enhancements aren't available. + +**Causes:** +1. MCP servers not configured in IDE +2. Config syntax error in JSON +3. IDE not restarted after config + +**Solution:** +```bash +# Verify MCP config file exists +ls ~/.cursor/config.json + +# Validate JSON syntax +cat ~/.cursor/config.json | python -m json.tool + +# Restart IDE +# Cmd+Q (quit) then reopen +``` + +### Browser Doesn't Open + +**Problem:** MCP enabled but browser never opens. + +**Causes:** +1. Playwright browsers not installed +2. Headless mode enabled +3. MCP server crashed + +**Solution:** +```bash +# Install browsers +npx playwright install + +# Check MCP server logs (in IDE) +# Look for error messages + +# Try manual MCP server +npx @playwright/mcp@latest +# Should start without errors +``` + +### TEA Doesn't Use MCP + +**Problem:** `tea_use_mcp_enhancements: true` but TEA doesn't use browser. + +**Causes:** +1. Config not saved +2. Workflow run before config update +3. MCP servers not running + +**Solution:** +```bash +# Verify config +grep tea_use_mcp_enhancements _bmad/bmm/config.yaml +# Should show: tea_use_mcp_enhancements: true + +# Restart IDE (reload MCP servers) + +# Start fresh chat (TEA loads config at start) +``` + +### Selector Verification Fails + +**Problem:** MCP can't find elements TEA is looking for. + +**Causes:** +1. Page not fully loaded +2. Element behind modal/overlay +3. Element requires authentication + +**Solution:** +TEA will handle this automatically: +- Wait for page load +- Dismiss modals if present +- Handle auth if needed + +If persistent, provide TEA more context: +``` +"The element is behind a modal - dismiss the modal first" +"The page requires login - use credentials X" +``` + +### MCP Slows Down Workflows + +**Problem:** Workflows take much longer with MCP enabled. + +**Cause:** Browser automation adds overhead. + +**Solution:** +Use MCP selectively: +- **Enable for:** Complex UIs, new projects, debugging +- **Disable for:** Simple features, well-known patterns, API-only testing + +Toggle quickly: +```yaml +# For this feature (complex UI) +tea_use_mcp_enhancements: true + +# For next feature (simple API) +tea_use_mcp_enhancements: false +``` + +## Related Guides + +**Getting Started:** +- [TEA Lite Quickstart Tutorial](/docs/tutorials/getting-started/tea-lite-quickstart.md) - Learn TEA basics first + +**Workflow Guides (MCP-Enhanced):** +- [How to Run Test Design](/docs/how-to/workflows/run-test-design.md) - Exploratory mode with browser +- [How to Run ATDD](/docs/how-to/workflows/run-atdd.md) - Recording mode for accurate selectors +- [How to Run Automate](/docs/how-to/workflows/run-automate.md) - Healing mode for debugging + +**Other Customization:** +- [Integrate Playwright Utils](/docs/how-to/customization/integrate-playwright-utils.md) - Production-ready utilities + +## Understanding the Concepts + +- [TEA Overview](/docs/explanation/features/tea-overview.md) - MCP enhancements in lifecycle +- [Engagement Models](/docs/explanation/tea/engagement-models.md) - When to use MCP enhancements + +## Reference + +- [TEA Configuration](/docs/reference/tea/configuration.md) - tea_use_mcp_enhancements option +- [TEA Command Reference](/docs/reference/tea/commands.md) - MCP-enhanced workflows +- [Glossary](/docs/reference/glossary/index.md#test-architect-tea-concepts) - MCP Enhancements term + +--- + +Generated with [BMad Method](https://bmad-method.org) - TEA (Test Architect) diff --git a/docs/how-to/customization/integrate-playwright-utils.md b/docs/how-to/customization/integrate-playwright-utils.md new file mode 100644 index 00000000..32d6fcff --- /dev/null +++ b/docs/how-to/customization/integrate-playwright-utils.md @@ -0,0 +1,813 @@ +--- +title: "Integrate Playwright Utils with TEA" +description: Add production-ready fixtures and utilities to your TEA-generated tests +--- + +# Integrate Playwright Utils with TEA + +Integrate `@seontechnologies/playwright-utils` with TEA to get production-ready fixtures, utilities, and patterns in your test suite. + +## What is Playwright Utils? + +A production-ready utility library that provides: +- Typed API request helper +- Authentication session management +- Network recording and replay (HAR) +- Network request interception +- Async polling (recurse) +- Structured logging +- File validation (CSV, PDF, XLSX, ZIP) +- Burn-in testing utilities +- Network error monitoring + +**Repository:** [https://github.com/seontechnologies/playwright-utils](https://github.com/seontechnologies/playwright-utils) + +**npm Package:** `@seontechnologies/playwright-utils` + +## When to Use This + +- You want production-ready fixtures (not DIY) +- Your team benefits from standardized patterns +- You need utilities like API testing, auth handling, network mocking +- You want TEA to generate tests using these utilities +- You're building reusable test infrastructure + +**Don't use if:** +- You're just learning testing (keep it simple first) +- You have your own fixture library +- You don't need the utilities + +## Prerequisites + +- BMad Method installed +- TEA agent available +- Test framework setup complete (Playwright) +- Node.js v18 or later + +**Note:** Playwright Utils is for Playwright only (not Cypress). + +## Installation + +### Step 1: Install Package + +```bash +npm install -D @seontechnologies/playwright-utils +``` + +### Step 2: Enable in TEA Config + +Edit `_bmad/bmm/config.yaml`: + +```yaml +tea_use_playwright_utils: true +``` + +**Note:** If you enabled this during BMad installation, it's already set. + +### Step 3: Verify Installation + +```bash +# Check package installed +npm list @seontechnologies/playwright-utils + +# Check TEA config +grep tea_use_playwright_utils _bmad/bmm/config.yaml +``` + +Should show: +``` +@seontechnologies/playwright-utils@2.x.x +tea_use_playwright_utils: true +``` + +## What Changes When Enabled + +### *framework Workflow + +**Vanilla Playwright:** +```typescript +// Basic Playwright fixtures only +import { test, expect } from '@playwright/test'; + +test('api test', async ({ request }) => { + const response = await request.get('/api/users'); + const users = await response.json(); + expect(response.status()).toBe(200); +}); +``` + +**With Playwright Utils (Combined Fixtures):** +```typescript +// All utilities available via single import +import { test } from '@seontechnologies/playwright-utils/fixtures'; +import { expect } from '@playwright/test'; + +test('api test', async ({ apiRequest, authToken, log }) => { + const { status, body } = await apiRequest({ + method: 'GET', + path: '/api/users', + headers: { Authorization: `Bearer ${authToken}` } + }); + + log.info('Fetched users', body); + expect(status).toBe(200); +}); +``` + +**With Playwright Utils (Selective Merge):** +```typescript +import { mergeTests } from '@playwright/test'; +import { test as apiRequestFixture } from '@seontechnologies/playwright-utils/api-request/fixtures'; +import { test as logFixture } from '@seontechnologies/playwright-utils/log/fixtures'; + +export const test = mergeTests(apiRequestFixture, logFixture); +export { expect } from '@playwright/test'; + +test('api test', async ({ apiRequest, log }) => { + log.info('Fetching users'); + const { status, body } = await apiRequest({ + method: 'GET', + path: '/api/users' + }); + expect(status).toBe(200); +}); +``` + +### `*atdd` and `*automate` Workflows + +**Without Playwright Utils:** +```typescript +// Manual API calls +test('should fetch profile', async ({ page, request }) => { + const response = await request.get('/api/profile'); + const profile = await response.json(); + // Manual parsing and validation +}); +``` + +**With Playwright Utils:** +```typescript +import { test } from '@seontechnologies/playwright-utils/api-request/fixtures'; + +test('should fetch profile', async ({ apiRequest }) => { + const { status, body } = await apiRequest({ + method: 'GET', + path: '/api/profile' // 'path' not 'url' + }).validateSchema(ProfileSchema); // Chained validation + + expect(status).toBe(200); + // body is type-safe: { id: string, name: string, email: string } +}); +``` + +### *test-review Workflow + +**Without Playwright Utils:** +Reviews against generic Playwright patterns + +**With Playwright Utils:** +Reviews against playwright-utils best practices: +- Fixture composition patterns +- Utility usage (apiRequest, authSession, etc.) +- Network-first patterns +- Structured logging + +### *ci Workflow + +**Without Playwright Utils:** +- Parallel sharding +- Burn-in loops (basic shell scripts) +- CI triggers (PR, push, schedule) +- Artifact collection + +**With Playwright Utils:** +Enhanced with smart testing: +- Burn-in utility (git diff-based, volume control) +- Selective testing (skip config/docs/types changes) +- Test prioritization by file changes + +## Available Utilities + +### api-request + +Typed HTTP client with schema validation. + +**Official Docs:** + +**Why Use This?** + +| Vanilla Playwright | api-request Utility | +|-------------------|---------------------| +| Manual `await response.json()` | Automatic JSON parsing | +| `response.status()` + separate body parsing | Returns `{ status, body }` structure | +| No built-in retry | Automatic retry for 5xx errors | +| No schema validation | Single-line `.validateSchema()` | +| Verbose status checking | Clean destructuring | + +**Usage:** +```typescript +import { test } from '@seontechnologies/playwright-utils/api-request/fixtures'; +import { expect } from '@playwright/test'; +import { z } from 'zod'; + +const UserSchema = z.object({ + id: z.string(), + name: z.string(), + email: z.string().email() +}); + +test('should create user', async ({ apiRequest }) => { + const { status, body } = await apiRequest({ + method: 'POST', + path: '/api/users', // Note: 'path' not 'url' + body: { name: 'Test User', email: 'test@example.com' } // Note: 'body' not 'data' + }).validateSchema(UserSchema); // Chained method (can await separately if needed) + + expect(status).toBe(201); + expect(body.id).toBeDefined(); + expect(body.email).toBe('test@example.com'); +}); +``` + +**Benefits:** +- Returns `{ status, body }` structure +- Schema validation with `.validateSchema()` chained method +- Automatic retry for 5xx errors +- Type-safe response body + +### auth-session + +Authentication session management with token persistence. + +**Official Docs:** + +**Why Use This?** + +| Vanilla Playwright Auth | auth-session | +|------------------------|--------------| +| Re-authenticate every test run (slow) | Authenticate once, persist to disk | +| Single user per setup | Multi-user support (roles, accounts) | +| No token expiration handling | Automatic token renewal | +| Manual session management | Provider pattern (flexible auth) | + +**Usage:** +```typescript +import { test } from '@seontechnologies/playwright-utils/auth-session/fixtures'; +import { expect } from '@playwright/test'; + +test('should access protected route', async ({ page, authToken }) => { + // authToken automatically fetched and persisted + // No manual login needed - handled by fixture + + await page.goto('/dashboard'); + await expect(page).toHaveURL('/dashboard'); + + // Token is reused across tests (persisted to disk) +}); +``` + +**Configuration required** (see auth-session docs for provider setup): +```typescript +// global-setup.ts +import { authStorageInit, setAuthProvider, authGlobalInit } from '@seontechnologies/playwright-utils/auth-session'; + +async function globalSetup() { + authStorageInit(); + setAuthProvider(myCustomProvider); // Define your auth mechanism + await authGlobalInit(); // Fetch token once +} +``` + +**Benefits:** +- Token fetched once, reused across all tests +- Persisted to disk (faster subsequent runs) +- Multi-user support via `authOptions.userIdentifier` +- Automatic token renewal if expired + +### network-recorder + +Record and replay network traffic (HAR) for offline testing. + +**Official Docs:** + +**Why Use This?** + +| Vanilla Playwright HAR | network-recorder | +|------------------------|------------------| +| Manual `routeFromHAR()` configuration | Automatic HAR management with `PW_NET_MODE` | +| Separate record/playback test files | Same test, switch env var | +| No CRUD detection | Stateful mocking (POST/PUT/DELETE work) | +| Manual HAR file paths | Auto-organized by test name | + +**Usage:** +```typescript +import { test } from '@seontechnologies/playwright-utils/network-recorder/fixtures'; + +// Record mode: Set environment variable +process.env.PW_NET_MODE = 'record'; + +test('should work with recorded traffic', async ({ page, context, networkRecorder }) => { + // Setup recorder (records or replays based on PW_NET_MODE) + await networkRecorder.setup(context); + + // Your normal test code + await page.goto('/dashboard'); + await page.click('#add-item'); + + // First run (record): Saves traffic to HAR file + // Subsequent runs (playback): Uses HAR file, no backend needed +}); +``` + +**Switch modes:** +```bash +# Record traffic +PW_NET_MODE=record npx playwright test + +# Playback traffic (offline) +PW_NET_MODE=playback npx playwright test +``` + +**Benefits:** +- Offline testing (no backend needed) +- Deterministic responses (same every time) +- Faster execution (no network latency) +- Stateful mocking (CRUD operations work) + +### intercept-network-call + +Spy or stub network requests with automatic JSON parsing. + +**Official Docs:** + +**Why Use This?** + +| Vanilla Playwright | interceptNetworkCall | +|-------------------|----------------------| +| Route setup + response waiting (separate steps) | Single declarative call | +| Manual `await response.json()` | Automatic JSON parsing (`responseJson`) | +| Complex filter predicates | Simple glob patterns (`**/api/**`) | +| Verbose syntax | Concise, readable API | + +**Usage:** +```typescript +import { test } from '@seontechnologies/playwright-utils/fixtures'; + +test('should handle API errors', async ({ page, interceptNetworkCall }) => { + // Stub API to return error (set up BEFORE navigation) + const profileCall = interceptNetworkCall({ + method: 'GET', + url: '**/api/profile', + fulfillResponse: { + status: 500, + body: { error: 'Server error' } + } + }); + + await page.goto('/profile'); + + // Wait for the intercepted response + const { status, responseJson } = await profileCall; + + expect(status).toBe(500); + expect(responseJson.error).toBe('Server error'); + await expect(page.getByText('Server error occurred')).toBeVisible(); +}); +``` + +**Benefits:** +- Automatic JSON parsing (`responseJson` ready to use) +- Spy mode (observe real traffic) or stub mode (mock responses) +- Glob pattern URL matching +- Returns promise with `{ status, responseJson, requestJson }` + +### recurse + +Async polling for eventual consistency (Cypress-style). + +**Official Docs:** + +**Why Use This?** + +| Manual Polling | recurse Utility | +|----------------|-----------------| +| `while` loops with `waitForTimeout` | Smart polling with exponential backoff | +| Hard-coded retry logic | Configurable timeout/interval | +| No logging visibility | Optional logging with custom messages | +| Verbose, error-prone | Clean, readable API | + +**Usage:** +```typescript +import { test } from '@seontechnologies/playwright-utils/fixtures'; + +test('should wait for async job completion', async ({ apiRequest, recurse }) => { + // Start async job + const { body: job } = await apiRequest({ + method: 'POST', + path: '/api/jobs' + }); + + // Poll until complete (smart waiting) + const completed = await recurse( + () => apiRequest({ method: 'GET', path: `/api/jobs/${job.id}` }), + (result) => result.body.status === 'completed', + { + timeout: 30000, + interval: 2000, + log: 'Waiting for job to complete' + } + }); + + expect(completed.body.status).toBe('completed'); +}); +``` + +**Benefits:** +- Smart polling with configurable interval +- Handles async jobs, background tasks +- Optional logging for debugging +- Better than hard waits or manual polling loops + +### log + +Structured logging that integrates with Playwright reports. + +**Official Docs:** + +**Why Use This?** + +| Console.log / print | log Utility | +|--------------------|-------------| +| Not in test reports | Integrated with Playwright reports | +| No step visualization | `.step()` shows in Playwright UI | +| Manual object formatting | Logs objects seamlessly | +| No structured output | JSON artifacts for debugging | + +**Usage:** +```typescript +import { log } from '@seontechnologies/playwright-utils'; +import { test, expect } from '@playwright/test'; + +test('should login', async ({ page }) => { + await log.info('Starting login test'); + + await page.goto('/login'); + await log.step('Navigated to login page'); // Shows in Playwright UI + + await page.getByLabel('Email').fill('test@example.com'); + await log.debug('Filled email field'); + + await log.success('Login completed'); + // Logs appear in test output and Playwright reports +}); +``` + +**Benefits:** +- Direct import (no fixture needed for basic usage) +- Structured logs in test reports +- `.step()` shows in Playwright UI +- Logs objects seamlessly (no special handling needed) +- Trace test execution + +### file-utils + +Read and validate CSV, PDF, XLSX, ZIP files. + +**Official Docs:** + +**Why Use This?** + +| Vanilla Playwright | file-utils | +|-------------------|------------| +| ~80 lines per CSV flow | ~10 lines end-to-end | +| Manual download event handling | `handleDownload()` encapsulates all | +| External parsing libraries | Auto-parsing (CSV, XLSX, PDF, ZIP) | +| No validation helpers | Built-in validation (headers, row count) | + +**Usage:** +```typescript +import { handleDownload, readCSV } from '@seontechnologies/playwright-utils/file-utils'; +import { expect } from '@playwright/test'; +import path from 'node:path'; + +const DOWNLOAD_DIR = path.join(__dirname, '../downloads'); + +test('should export valid CSV', async ({ page }) => { + // Handle download and get file path + const downloadPath = await handleDownload({ + page, + downloadDir: DOWNLOAD_DIR, + trigger: () => page.click('button:has-text("Export")') + }); + + // Read and parse CSV + const csvResult = await readCSV({ filePath: downloadPath }); + const { data, headers } = csvResult.content; + + // Validate structure + expect(headers).toEqual(['Name', 'Email', 'Status']); + expect(data.length).toBeGreaterThan(0); + expect(data[0]).toMatchObject({ + Name: expect.any(String), + Email: expect.any(String), + Status: expect.any(String) + }); +}); +``` + +**Benefits:** +- Handles downloads automatically +- Auto-parses CSV, XLSX, PDF, ZIP +- Type-safe access to parsed data +- Returns structured `{ headers, data }` + +### burn-in + +Smart test selection with git diff analysis for CI optimization. + +**Official Docs:** + +**Why Use This?** + +| Playwright `--only-changed` | burn-in Utility | +|-----------------------------|-----------------| +| Config changes trigger all tests | Smart filtering (skip configs, types, docs) | +| All or nothing | Volume control (run percentage) | +| No customization | Custom dependency analysis | +| Slow CI on minor changes | Fast CI with intelligent selection | + +**Usage:** +```typescript +// scripts/burn-in-changed.ts +import { runBurnIn } from '@seontechnologies/playwright-utils/burn-in'; + +async function main() { + await runBurnIn({ + configPath: 'playwright.burn-in.config.ts', + baseBranch: 'main' + }); +} + +main().catch(console.error); +``` + +**Config:** +```typescript +// playwright.burn-in.config.ts +import type { BurnInConfig } from '@seontechnologies/playwright-utils/burn-in'; + +const config: BurnInConfig = { + skipBurnInPatterns: [ + '**/config/**', + '**/*.md', + '**/*types*' + ], + burnInTestPercentage: 0.3, + burnIn: { + repeatEach: 3, + retries: 1 + } +}; + +export default config; +``` + +**Package script:** +```json +{ + "scripts": { + "test:burn-in": "tsx scripts/burn-in-changed.ts" + } +} +``` + +**Benefits:** +- **Ensure flake-free tests upfront** - Never deal with test flake again +- Smart filtering (skip config, types, docs changes) +- Volume control (run percentage of affected tests) +- Git diff-based test selection +- Faster CI feedback + +### network-error-monitor + +Automatically detect HTTP 4xx/5xx errors during tests. + +**Official Docs:** + +**Why Use This?** + +| Vanilla Playwright | network-error-monitor | +|-------------------|----------------------| +| UI passes, backend 500 ignored | Auto-fails on any 4xx/5xx | +| Manual error checking | Zero boilerplate (auto-enabled) | +| Silent failures slip through | Acts like Sentry for tests | +| No domino effect prevention | Limits cascading failures | + +**Usage:** +```typescript +import { test } from '@seontechnologies/playwright-utils/network-error-monitor/fixtures'; + +// That's it! Network monitoring is automatically enabled +test('should not have API errors', async ({ page }) => { + await page.goto('/dashboard'); + await page.click('button'); + + // Test fails automatically if any HTTP 4xx/5xx errors occur + // Error message shows: "Network errors detected: 2 request(s) failed" + // GET 500 https://api.example.com/users + // POST 503 https://api.example.com/metrics +}); +``` + +**Opt-out for validation tests:** +```typescript +// When testing error scenarios, opt-out with annotation +test('should show error message on 404', + { annotation: [{ type: 'skipNetworkMonitoring' }] }, // Array format + async ({ page }) => { + await page.goto('/invalid-page'); // Will 404 + await expect(page.getByText('Page not found')).toBeVisible(); + // Test won't fail on 404 because of annotation + } +); + +// Or opt-out entire describe block +test.describe('error handling', + { annotation: [{ type: 'skipNetworkMonitoring' }] }, + () => { + test('handles 404', async ({ page }) => { + // Monitoring disabled for all tests in block + }); + } +); +``` + +**Benefits:** +- Auto-enabled (zero setup) +- Catches silent backend failures (500, 503, 504) +- **Prevents domino effect** (limits cascading failures from one bad endpoint) +- Opt-out with annotations for validation tests +- Structured error reporting (JSON artifacts) + +## Fixture Composition + +**Option 1: Use Package's Combined Fixtures (Simplest)** + +```typescript +// Import all utilities at once +import { test } from '@seontechnologies/playwright-utils/fixtures'; +import { log } from '@seontechnologies/playwright-utils'; +import { expect } from '@playwright/test'; + +test('api test', async ({ apiRequest, interceptNetworkCall }) => { + await log.info('Fetching users'); + + const { status, body } = await apiRequest({ + method: 'GET', + path: '/api/users' + }); + + expect(status).toBe(200); +}); +``` + +**Option 2: Create Custom Merged Fixtures (Selective)** + +**File 1: support/merged-fixtures.ts** +```typescript +import { test as base, mergeTests } from '@playwright/test'; +import { test as apiRequest } from '@seontechnologies/playwright-utils/api-request/fixtures'; +import { test as interceptNetworkCall } from '@seontechnologies/playwright-utils/intercept-network-call/fixtures'; +import { test as networkErrorMonitor } from '@seontechnologies/playwright-utils/network-error-monitor/fixtures'; +import { log } from '@seontechnologies/playwright-utils'; + +// Merge only what you need +export const test = mergeTests( + base, + apiRequest, + interceptNetworkCall, + networkErrorMonitor +); + +export const expect = base.expect; +export { log }; +``` + +**File 2: tests/api/users.spec.ts** +```typescript +import { test, expect, log } from '../support/merged-fixtures'; + +test('api test', async ({ apiRequest, interceptNetworkCall }) => { + await log.info('Fetching users'); + + const { status, body } = await apiRequest({ + method: 'GET', + path: '/api/users' + }); + + expect(status).toBe(200); +}); +``` + +**Contrast:** +- Option 1: All utilities available, zero setup +- Option 2: Pick utilities you need, one central file + +**See working examples:** + +## Troubleshooting + +### Import Errors + +**Problem:** Cannot find module '@seontechnologies/playwright-utils/api-request' + +**Solution:** +```bash +# Verify package installed +npm list @seontechnologies/playwright-utils + +# Check package.json has correct version +"@seontechnologies/playwright-utils": "^2.0.0" + +# Reinstall if needed +npm install -D @seontechnologies/playwright-utils +``` + +### TEA Not Using Utilities + +**Problem:** TEA generates tests without playwright-utils. + +**Causes:** +1. Config not set: `tea_use_playwright_utils: false` +2. Workflow run before config change +3. Package not installed + +**Solution:** +```bash +# Check config +grep tea_use_playwright_utils _bmad/bmm/config.yaml + +# Should show: tea_use_playwright_utils: true + +# Start fresh chat (TEA loads config at start) +``` + +### Type Errors with apiRequest + +**Problem:** TypeScript errors on apiRequest response. + +**Cause:** No schema validation. + +**Solution:** +```typescript +// Add Zod schema for type safety +import { z } from 'zod'; + +const ProfileSchema = z.object({ + id: z.string(), + name: z.string(), + email: z.string().email() +}); + +const { status, body } = await apiRequest({ + method: 'GET', + path: '/api/profile' // 'path' not 'url' +}).validateSchema(ProfileSchema); // Chained method + +expect(status).toBe(200); +// body is typed as { id: string, name: string, email: string } +``` + +## Migration Guide + +## Related Guides + +**Getting Started:** +- [TEA Lite Quickstart Tutorial](/docs/tutorials/getting-started/tea-lite-quickstart.md) - Learn TEA basics +- [How to Set Up Test Framework](/docs/how-to/workflows/setup-test-framework.md) - Initial framework setup + +**Workflow Guides:** +- [How to Run ATDD](/docs/how-to/workflows/run-atdd.md) - Generate tests with utilities +- [How to Run Automate](/docs/how-to/workflows/run-automate.md) - Expand coverage with utilities +- [How to Run Test Review](/docs/how-to/workflows/run-test-review.md) - Review against PW-Utils patterns + +**Other Customization:** +- [Enable MCP Enhancements](/docs/how-to/customization/enable-tea-mcp-enhancements.md) - Live browser verification + +## Understanding the Concepts + +- [Testing as Engineering](/docs/explanation/philosophy/testing-as-engineering.md) - **Why Playwright Utils matters** (part of TEA's three-part solution) +- [Fixture Architecture](/docs/explanation/tea/fixture-architecture.md) - Pure function → fixture pattern +- [Network-First Patterns](/docs/explanation/tea/network-first-patterns.md) - Network utilities explained +- [Test Quality Standards](/docs/explanation/tea/test-quality-standards.md) - Patterns PW-Utils enforces + +## Reference + +- [TEA Configuration](/docs/reference/tea/configuration.md) - tea_use_playwright_utils option +- [Knowledge Base Index](/docs/reference/tea/knowledge-base.md) - Playwright Utils fragments +- [Glossary](/docs/reference/glossary/index.md#test-architect-tea-concepts) - Playwright Utils term +- [Official PW-Utils Docs](https://seontechnologies.github.io/playwright-utils/) - Complete API reference + +--- + +Generated with [BMad Method](https://bmad-method.org) - TEA (Test Architect) diff --git a/docs/how-to/enterprise/use-tea-for-enterprise.md b/docs/how-to/enterprise/use-tea-for-enterprise.md new file mode 100644 index 00000000..5285153c --- /dev/null +++ b/docs/how-to/enterprise/use-tea-for-enterprise.md @@ -0,0 +1,526 @@ +--- +title: "Running TEA for Enterprise Projects" +description: Use TEA with compliance, security, and regulatory requirements in enterprise environments +--- + +# Running TEA for Enterprise Projects + +Use TEA on enterprise projects with compliance, security, audit, and regulatory requirements. This guide covers NFR assessment, audit trails, and evidence collection. + +## When to Use This + +- Enterprise track projects (not Quick Flow or simple BMad Method) +- Compliance requirements (SOC 2, HIPAA, GDPR, etc.) +- Security-critical applications (finance, healthcare, government) +- Audit trail requirements +- Strict NFR thresholds (performance, security, reliability) + +## Prerequisites + +- BMad Method installed (Enterprise track selected) +- TEA agent available +- Compliance requirements documented +- Stakeholders identified (who approves gates) + +## Enterprise-Specific TEA Workflows + +### NFR Assessment (*nfr-assess) + +**Purpose:** Validate non-functional requirements with evidence. + +**When:** Phase 2 (early) and Release Gate + +**Why Enterprise Needs This:** +- Compliance mandates specific thresholds +- Audit trails required for certification +- Security requirements are non-negotiable +- Performance SLAs are contractual + +**Example:** +``` +*nfr-assess + +Categories: Security, Performance, Reliability, Maintainability + +Security thresholds: +- Zero critical vulnerabilities (required by SOC 2) +- All endpoints require authentication +- Data encrypted at rest (FIPS 140-2) +- Audit logging on all data access + +Evidence: +- Security scan: reports/nessus-scan.pdf +- Penetration test: reports/pentest-2026-01.pdf +- Compliance audit: reports/soc2-evidence.zip +``` + +**Output:** NFR assessment with PASS/CONCERNS/FAIL for each category. + +### Trace with Audit Evidence (*trace) + +**Purpose:** Requirements traceability with audit trail. + +**When:** Phase 2 (baseline), Phase 4 (refresh), Release Gate + +**Why Enterprise Needs This:** +- Auditors require requirements-to-test mapping +- Compliance certifications need traceability +- Regulatory bodies want evidence + +**Example:** +``` +*trace Phase 1 + +Requirements: PRD.md (with compliance requirements) +Test location: tests/ + +Output: traceability-matrix.md with: +- Requirement-to-test mapping +- Compliance requirement coverage +- Gap prioritization +- Recommendations +``` + +**For Release Gate:** +``` +*trace Phase 2 + +Generate gate-decision-{gate_type}-{story_id}.md with: +- Evidence references +- Approver signatures +- Compliance checklist +- Decision rationale +``` + +### Test Design with Compliance Focus (*test-design) + +**Purpose:** Risk assessment with compliance and security focus. + +**When:** Phase 3 (system-level), Phase 4 (epic-level) + +**Why Enterprise Needs This:** +- Security architecture alignment required +- Compliance requirements must be testable +- Performance requirements are contractual + +**Example:** +``` +*test-design + +Mode: System-level + +Focus areas: +- Security architecture (authentication, authorization, encryption) +- Performance requirements (SLA: P99 <200ms) +- Compliance (HIPAA PHI handling, audit logging) + +Output: test-design-system.md with: +- Security testing strategy +- Compliance requirement → test mapping +- Performance testing plan +- Audit logging validation +``` + +## Enterprise TEA Lifecycle + +### Phase 1: Discovery (Optional but Recommended) + +**Research compliance requirements:** +``` +Analyst: *research + +Topics: +- Industry compliance (SOC 2, HIPAA, GDPR) +- Security standards (OWASP Top 10) +- Performance benchmarks (industry P99) +``` + +### Phase 2: Planning (Required) + +**1. Define NFRs early:** +``` +PM: *prd + +Include in PRD: +- Security requirements (authentication, encryption) +- Performance SLAs (response time, throughput) +- Reliability targets (uptime, RTO, RPO) +- Compliance mandates (data retention, audit logs) +``` + +**2. Assess NFRs:** +``` +TEA: *nfr-assess + +Categories: All (Security, Performance, Reliability, Maintainability) + +Output: nfr-assessment.md +- NFR requirements documented +- Acceptance criteria defined +- Test strategy planned +``` + +**3. Baseline (brownfield only):** +``` +TEA: *trace Phase 1 + +Establish baseline coverage before new work +``` + +### Phase 3: Solutioning (Required) + +**1. Architecture with testability review:** +``` +Architect: *architecture + +TEA: *test-design (system-level) + +Focus: +- Security architecture testability +- Performance testing strategy +- Compliance requirement mapping +``` + +**2. Test infrastructure:** +``` +TEA: *framework + +Requirements: +- Separate test environments (dev, staging, prod-mirror) +- Secure test data handling (PHI, PII) +- Audit logging in tests +``` + +**3. CI/CD with compliance:** +``` +TEA: *ci + +Requirements: +- Secrets management (Vault, AWS Secrets Manager) +- Test isolation (no cross-contamination) +- Artifact retention (compliance audit trail) +- Access controls (who can run production tests) +``` + +### Phase 4: Implementation (Required) + +**Per epic:** +``` +1. TEA: *test-design (epic-level) + Focus: Compliance, security, performance for THIS epic + +2. TEA: *atdd (optional) + Generate tests including security/compliance scenarios + +3. DEV: Implement story + +4. TEA: *automate + Expand coverage including compliance edge cases + +5. TEA: *test-review + Audit quality (score >80 per epic, rises to >85 at release) + +6. TEA: *trace Phase 1 + Refresh coverage, verify compliance requirements tested +``` + +### Release Gate (Required) + +**1. Final NFR assessment:** +``` +TEA: *nfr-assess + +All categories (if not done earlier) +Latest evidence (performance tests, security scans) +``` + +**2. Final quality audit:** +``` +TEA: *test-review tests/ + +Full suite review +Quality target: >85 for enterprise +``` + +**3. Gate decision:** +``` +TEA: *trace Phase 2 + +Evidence required: +- traceability-matrix.md (from Phase 1) +- test-review.md (from quality audit) +- nfr-assessment.md (from NFR assessment) +- Test execution results (must have test results available) + +Decision: PASS/CONCERNS/FAIL/WAIVED + +Archive all artifacts for compliance audit +``` + +**Note:** Phase 2 requires test execution results. If results aren't available, Phase 2 will be skipped. + +**4. Archive for audit:** +``` +Archive: +- All test results +- Coverage reports +- NFR assessments +- Gate decisions +- Approver signatures + +Retention: Per compliance requirements (7 years for HIPAA) +``` + +## Enterprise-Specific Requirements + +### Evidence Collection + +**Required artifacts:** +- Requirements traceability matrix +- Test execution results (with timestamps) +- NFR assessment reports +- Security scan results +- Performance test results +- Gate decision records +- Approver signatures + +**Storage:** +``` +compliance/ +├── 2026-Q1/ +│ ├── release-1.2.0/ +│ │ ├── traceability-matrix.md +│ │ ├── test-review.md +│ │ ├── nfr-assessment.md +│ │ ├── gate-decision-release-v1.2.0.md +│ │ ├── test-results/ +│ │ ├── security-scans/ +│ │ └── approvals.pdf +``` + +**Retention:** 7 years (HIPAA), 3 years (SOC 2), per your compliance needs + +### Approver Workflows + +**Multi-level approval required:** + +```markdown +## Gate Approvals Required + +### Technical Approval +- [ ] QA Lead - Test coverage adequate +- [ ] Tech Lead - Technical quality acceptable +- [ ] Security Lead - Security requirements met + +### Business Approval +- [ ] Product Manager - Business requirements met +- [ ] Compliance Officer - Regulatory requirements met + +### Executive Approval (for major releases) +- [ ] VP Engineering - Overall quality acceptable +- [ ] CTO - Architecture approved for production +``` + +### Compliance Checklists + +**SOC 2 Example:** +```markdown +## SOC 2 Compliance Checklist + +### Access Controls +- [ ] All API endpoints require authentication +- [ ] Authorization tested for all protected resources +- [ ] Session management secure (token expiration tested) + +### Audit Logging +- [ ] All data access logged +- [ ] Logs immutable (append-only) +- [ ] Log retention policy enforced + +### Data Protection +- [ ] Data encrypted at rest (tested) +- [ ] Data encrypted in transit (HTTPS enforced) +- [ ] PII handling compliant (masking tested) + +### Testing Evidence +- [ ] Test coverage >80% (verified) +- [ ] Security tests passing (100%) +- [ ] Traceability matrix complete +``` + +**HIPAA Example:** +```markdown +## HIPAA Compliance Checklist + +### PHI Protection +- [ ] PHI encrypted at rest (AES-256) +- [ ] PHI encrypted in transit (TLS 1.3) +- [ ] PHI access logged (audit trail) + +### Access Controls +- [ ] Role-based access control (RBAC tested) +- [ ] Minimum necessary access (tested) +- [ ] Authentication strong (MFA tested) + +### Breach Notification +- [ ] Breach detection tested +- [ ] Notification workflow tested +- [ ] Incident response plan tested +``` + +## Enterprise Tips + +### Start with Security + +**Priority 1:** Security requirements +``` +1. Document all security requirements +2. Generate security tests with *atdd +3. Run security test suite +4. Pass security audit BEFORE moving forward +``` + +**Why:** Security failures block everything in enterprise. + +**Example: RBAC Testing** + +**Vanilla Playwright:** +```typescript +test('should enforce role-based access', async ({ request }) => { + // Login as regular user + const userResp = await request.post('/api/auth/login', { + data: { email: 'user@example.com', password: 'pass' } + }); + const { token: userToken } = await userResp.json(); + + // Try to access admin endpoint + const adminResp = await request.get('/api/admin/users', { + headers: { Authorization: `Bearer ${userToken}` } + }); + + expect(adminResp.status()).toBe(403); // Forbidden +}); +``` + +**With Playwright Utils (Cleaner, Reusable):** +```typescript +import { test as base, expect } from '@playwright/test'; +import { test as apiRequestFixture } from '@seontechnologies/playwright-utils/api-request/fixtures'; +import { createAuthFixtures } from '@seontechnologies/playwright-utils/auth-session'; +import { mergeTests } from '@playwright/test'; + +const authFixtureTest = base.extend(createAuthFixtures()); +export const testWithAuth = mergeTests(apiRequestFixture, authFixtureTest); + +testWithAuth('should enforce role-based access', async ({ apiRequest, authToken }) => { + // Auth token from fixture (configured for 'user' role) + const { status } = await apiRequest({ + method: 'GET', + path: '/api/admin/users', // Admin endpoint + headers: { Authorization: `Bearer ${authToken}` } + }); + + expect(status).toBe(403); // Regular user denied +}); + +testWithAuth('admin can access admin endpoint', async ({ apiRequest, authToken, authOptions }) => { + // Override to admin role + authOptions.userIdentifier = 'admin'; + + const { status, body } = await apiRequest({ + method: 'GET', + path: '/api/admin/users', + headers: { Authorization: `Bearer ${authToken}` } + }); + + expect(status).toBe(200); // Admin allowed + expect(body).toBeInstanceOf(Array); +}); +``` + +**Note:** Auth-session requires provider setup in global-setup.ts. See [auth-session configuration](https://seontechnologies.github.io/playwright-utils/auth-session.html). + +**Playwright Utils Benefits for Compliance:** +- Multi-user auth testing (regular, admin, etc.) +- Token persistence (faster test execution) +- Consistent auth patterns (audit trail) +- Automatic cleanup + +### Set Higher Quality Thresholds + +**Enterprise quality targets:** +- Test coverage: >85% (vs 80% for non-enterprise) +- Quality score: >85 (vs 75 for non-enterprise) +- P0 coverage: 100% (non-negotiable) +- P1 coverage: >95% (vs 90% for non-enterprise) + +**Rationale:** Enterprise systems affect more users, higher stakes. + +### Document Everything + +**Auditors need:** +- Why decisions were made (rationale) +- Who approved (signatures) +- When (timestamps) +- What evidence (test results, scan reports) + +**Use TEA's structured outputs:** +- Reports have timestamps +- Decisions have rationale +- Evidence is referenced +- Audit trail is automatic + +### Budget for Compliance Testing + +**Enterprise testing costs more:** +- Penetration testing: $10k-50k +- Security audits: $5k-20k +- Performance testing tools: $500-5k/month +- Compliance consulting: $200-500/hour + +**Plan accordingly:** +- Budget in project cost +- Schedule early (3+ months for SOC 2) +- Don't skip (non-negotiable for compliance) + +### Use External Validators + +**Don't self-certify:** +- Penetration testing: Hire external firm +- Security audits: Independent auditor +- Compliance: Certification body +- Performance: Load testing service + +**TEA's role:** Prepare for external validation, don't replace it. + +## Related Guides + +**Workflow Guides:** +- [How to Run NFR Assessment](/docs/how-to/workflows/run-nfr-assess.md) - Deep dive on NFRs +- [How to Run Trace](/docs/how-to/workflows/run-trace.md) - Gate decisions with evidence +- [How to Run Test Review](/docs/how-to/workflows/run-test-review.md) - Quality audits +- [How to Run Test Design](/docs/how-to/workflows/run-test-design.md) - Compliance-focused planning + +**Use-Case Guides:** +- [Using TEA with Existing Tests](/docs/how-to/brownfield/use-tea-with-existing-tests.md) - Brownfield patterns + +**Customization:** +- [Integrate Playwright Utils](/docs/how-to/customization/integrate-playwright-utils.md) - Production-ready utilities + +## Understanding the Concepts + +- [Engagement Models](/docs/explanation/tea/engagement-models.md) - Enterprise model explained +- [Risk-Based Testing](/docs/explanation/tea/risk-based-testing.md) - Probability × impact scoring +- [Test Quality Standards](/docs/explanation/tea/test-quality-standards.md) - Enterprise quality thresholds +- [TEA Overview](/docs/explanation/features/tea-overview.md) - Complete TEA lifecycle + +## Reference + +- [TEA Command Reference](/docs/reference/tea/commands.md) - All 8 workflows +- [TEA Configuration](/docs/reference/tea/configuration.md) - Enterprise config options +- [Knowledge Base Index](/docs/reference/tea/knowledge-base.md) - Testing patterns +- [Glossary](/docs/reference/glossary/index.md#test-architect-tea-concepts) - TEA terminology + +--- + +Generated with [BMad Method](https://bmad-method.org) - TEA (Test Architect) diff --git a/docs/how-to/workflows/run-atdd.md b/docs/how-to/workflows/run-atdd.md new file mode 100644 index 00000000..9b55ecb3 --- /dev/null +++ b/docs/how-to/workflows/run-atdd.md @@ -0,0 +1,436 @@ +--- +title: "How to Run ATDD with TEA" +description: Generate failing acceptance tests before implementation using TEA's ATDD workflow +--- + +# How to Run ATDD with TEA + +Use TEA's `*atdd` workflow to generate failing acceptance tests BEFORE implementation. This is the TDD (Test-Driven Development) red phase - tests fail first, guide development, then pass. + +## When to Use This + +- You're about to implement a NEW feature (feature doesn't exist yet) +- You want to follow TDD workflow (red → green → refactor) +- You want tests to guide your implementation +- You're practicing acceptance test-driven development + +**Don't use this if:** +- Feature already exists (use `*automate` instead) +- You want tests that pass immediately + +## Prerequisites + +- BMad Method installed +- TEA agent available +- Test framework setup complete (run `*framework` if needed) +- Story or feature defined with acceptance criteria + +**Note:** This guide uses Playwright examples. If using Cypress, commands and syntax will differ (e.g., `cy.get()` instead of `page.locator()`). + +## Steps + +### 1. Load TEA Agent + +Start a fresh chat and load TEA: + +``` +*tea +``` + +### 2. Run the ATDD Workflow + +``` +*atdd +``` + +### 3. Provide Context + +TEA will ask for: + +**Story/Feature Details:** +``` +We're adding a user profile page where users can: +- View their profile information +- Edit their name and email +- Upload a profile picture +- Save changes with validation +``` + +**Acceptance Criteria:** +``` +Given I'm logged in +When I navigate to /profile +Then I see my current name and email + +Given I'm on the profile page +When I click "Edit Profile" +Then I can modify my name and email + +Given I've edited my profile +When I click "Save" +Then my changes are persisted +And I see a success message + +Given I upload an invalid file type +When I try to save +Then I see an error message +And changes are not saved +``` + +**Reference Documents** (optional): +- Point to your story file +- Reference PRD or tech spec +- Link to test design (if you ran `*test-design` first) + +### 4. Specify Test Levels + +TEA will ask what test levels to generate: + +**Options:** +- E2E tests (browser-based, full user journey) +- API tests (backend only, faster) +- Component tests (UI components in isolation) +- Mix of levels (see [API Tests First, E2E Later](#api-tests-first-e2e-later) tip) + +### Component Testing by Framework + +TEA generates component tests using framework-appropriate tools: + +| Your Framework | Component Testing Tool | +| -------------- | ------------------------------------------- | +| **Cypress** | Cypress Component Testing (*.cy.tsx) | +| **Playwright** | Vitest + React Testing Library (*.test.tsx) | + +**Example response:** +``` +Generate: +- API tests for profile CRUD operations +- E2E tests for the complete profile editing flow +- Component tests for ProfileForm validation (if using Cypress or Vitest) +- Focus on P0 and P1 scenarios +``` + +### 5. Review Generated Tests + +TEA generates **failing tests** in appropriate directories: + +#### API Tests (`tests/api/profile.spec.ts`): + +**Vanilla Playwright:** +```typescript +import { test, expect } from '@playwright/test'; + +test.describe('Profile API', () => { + test('should fetch user profile', async ({ request }) => { + const response = await request.get('/api/profile'); + + expect(response.status()).toBe(200); + const profile = await response.json(); + expect(profile).toHaveProperty('name'); + expect(profile).toHaveProperty('email'); + expect(profile).toHaveProperty('avatarUrl'); + }); + + test('should update user profile', async ({ request }) => { + const response = await request.patch('/api/profile', { + data: { + name: 'Updated Name', + email: 'updated@example.com' + } + }); + + expect(response.status()).toBe(200); + const updated = await response.json(); + expect(updated.name).toBe('Updated Name'); + expect(updated.email).toBe('updated@example.com'); + }); + + test('should validate email format', async ({ request }) => { + const response = await request.patch('/api/profile', { + data: { + email: 'invalid-email' + } + }); + + expect(response.status()).toBe(400); + const error = await response.json(); + expect(error.message).toContain('Invalid email format'); + }); +}); +``` + +**With Playwright Utils:** +```typescript +import { test } from '@seontechnologies/playwright-utils/api-request/fixtures'; +import { expect } from '@playwright/test'; +import { z } from 'zod'; + +const ProfileSchema = z.object({ + name: z.string(), + email: z.string().email(), + avatarUrl: z.string().url() +}); + +test.describe('Profile API', () => { + test('should fetch user profile', async ({ apiRequest }) => { + const { status, body } = await apiRequest({ + method: 'GET', + path: '/api/profile' + }).validateSchema(ProfileSchema); // Chained validation + + expect(status).toBe(200); + // Schema already validated, type-safe access + expect(body.name).toBeDefined(); + expect(body.email).toContain('@'); + }); + + test('should update user profile', async ({ apiRequest }) => { + const { status, body } = await apiRequest({ + method: 'PATCH', + path: '/api/profile', + body: { + name: 'Updated Name', + email: 'updated@example.com' + } + }).validateSchema(ProfileSchema); // Chained validation + + expect(status).toBe(200); + expect(body.name).toBe('Updated Name'); + expect(body.email).toBe('updated@example.com'); + }); + + test('should validate email format', async ({ apiRequest }) => { + const { status, body } = await apiRequest({ + method: 'PATCH', + path: '/api/profile', + body: { email: 'invalid-email' } + }); + + expect(status).toBe(400); + expect(body.message).toContain('Invalid email format'); + }); +}); +``` + +**Key Benefits:** +- Returns `{ status, body }` (cleaner than `response.status()` + `await response.json()`) +- Automatic schema validation with Zod +- Type-safe response bodies +- Automatic retry for 5xx errors +- Less boilerplate + +#### E2E Tests (`tests/e2e/profile.spec.ts`): + +```typescript +import { test, expect } from '@playwright/test'; + +test('should edit and save profile', async ({ page }) => { + // Login first + await page.goto('/login'); + await page.getByLabel('Email').fill('test@example.com'); + await page.getByLabel('Password').fill('password123'); + await page.getByRole('button', { name: 'Sign in' }).click(); + + // Navigate to profile + await page.goto('/profile'); + + // Edit profile + await page.getByRole('button', { name: 'Edit Profile' }).click(); + await page.getByLabel('Name').fill('Updated Name'); + await page.getByRole('button', { name: 'Save' }).click(); + + // Verify success + await expect(page.getByText('Profile updated')).toBeVisible(); +}); +``` + +TEA generates additional E2E tests for display, validation errors, etc. based on acceptance criteria. + +#### Implementation Checklist + +TEA also provides an implementation checklist: + +```markdown +## Implementation Checklist + +### Backend +- [ ] Create `GET /api/profile` endpoint +- [ ] Create `PATCH /api/profile` endpoint +- [ ] Add email validation middleware +- [ ] Add profile picture upload handling +- [ ] Write API unit tests + +### Frontend +- [ ] Create ProfilePage component +- [ ] Implement profile form with validation +- [ ] Add file upload for avatar +- [ ] Handle API errors gracefully +- [ ] Add loading states + +### Tests +- [x] API tests generated (failing) +- [x] E2E tests generated (failing) +- [ ] Run tests after implementation (should pass) +``` + +### 6. Verify Tests Fail + +This is the TDD red phase - tests MUST fail before implementation. + +**For Playwright:** +```bash +npx playwright test +``` + +**For Cypress:** +```bash +npx cypress run +``` + +Expected output: +``` +Running 6 tests using 1 worker + + ✗ tests/api/profile.spec.ts:3:3 › should fetch user profile + Error: expect(received).toBe(expected) + Expected: 200 + Received: 404 + + ✗ tests/e2e/profile.spec.ts:10:3 › should display current profile information + Error: page.goto: net::ERR_ABORTED +``` + +**All tests should fail!** This confirms: +- Feature doesn't exist yet +- Tests will guide implementation +- You have clear success criteria + +### 7. Implement the Feature + +Now implement the feature following the test guidance: + +1. Start with API tests (backend first) +2. Make API tests pass +3. Move to E2E tests (frontend) +4. Make E2E tests pass +5. Refactor with confidence (tests protect you) + +### 8. Verify Tests Pass + +After implementation, run your test suite. + +**For Playwright:** +```bash +npx playwright test +``` + +**For Cypress:** +```bash +npx cypress run +``` + +Expected output: +``` +Running 6 tests using 1 worker + + ✓ tests/api/profile.spec.ts:3:3 › should fetch user profile (850ms) + ✓ tests/api/profile.spec.ts:15:3 › should update user profile (1.2s) + ✓ tests/api/profile.spec.ts:30:3 › should validate email format (650ms) + ✓ tests/e2e/profile.spec.ts:10:3 › should display current profile (2.1s) + ✓ tests/e2e/profile.spec.ts:18:3 › should edit and save profile (3.2s) + ✓ tests/e2e/profile.spec.ts:35:3 › should show validation error (1.8s) + + 6 passed (9.8s) +``` + +**Green!** You've completed the TDD cycle: red → green → refactor. + +## What You Get + +### Failing Tests +- API tests for backend endpoints +- E2E tests for user workflows +- Component tests (if requested) +- All tests fail initially (red phase) + +### Implementation Guidance +- Clear checklist of what to build +- Acceptance criteria translated to assertions +- Edge cases and error scenarios identified + +### TDD Workflow Support +- Tests guide implementation +- Confidence to refactor +- Living documentation of features + +## Tips + +### Start with Test Design + +Run `*test-design` before `*atdd` for better results: + +``` +*test-design # Risk assessment and priorities +*atdd # Generate tests based on design +``` + +### MCP Enhancements (Optional) + +If you have MCP servers configured (`tea_use_mcp_enhancements: true`), TEA can use them during `*atdd`. + +**Note:** ATDD is for features that don't exist yet, so recording mode (verify selectors with live UI) only applies if you have skeleton/mockup UI already implemented. For typical ATDD (no UI yet), TEA infers selectors from best practices. + +See [Enable MCP Enhancements](/docs/how-to/customization/enable-tea-mcp-enhancements.md) for setup. + +### Focus on P0/P1 Scenarios + +Don't generate tests for everything at once: + +``` +Generate tests for: +- P0: Critical path (happy path) +- P1: High value (validation, errors) + +Skip P2/P3 for now - add later with *automate +``` + +### API Tests First, E2E Later + +Recommended order: +1. Generate API tests with `*atdd` +2. Implement backend (make API tests pass) +3. Generate E2E tests with `*atdd` (or `*automate`) +4. Implement frontend (make E2E tests pass) + +This "outside-in" approach is faster and more reliable. + +### Keep Tests Deterministic + +TEA generates deterministic tests by default: +- No hard waits (`waitForTimeout`) +- Network-first patterns (wait for responses) +- Explicit assertions (no conditionals) + +Don't modify these patterns - they prevent flakiness! + +## Related Guides + +- [How to Run Test Design](/docs/how-to/workflows/run-test-design.md) - Plan before generating +- [How to Run Automate](/docs/how-to/workflows/run-automate.md) - Tests for existing features +- [How to Set Up Test Framework](/docs/how-to/workflows/setup-test-framework.md) - Initial setup + +## Understanding the Concepts + +- [Testing as Engineering](/docs/explanation/philosophy/testing-as-engineering.md) - **Why TEA generates quality tests** (foundational) +- [Risk-Based Testing](/docs/explanation/tea/risk-based-testing.md) - Why P0 vs P3 matters +- [Test Quality Standards](/docs/explanation/tea/test-quality-standards.md) - What makes tests good +- [Network-First Patterns](/docs/explanation/tea/network-first-patterns.md) - Avoiding flakiness + +## Reference + +- [Command: *atdd](/docs/reference/tea/commands.md#atdd) - Full command reference +- [TEA Configuration](/docs/reference/tea/configuration.md) - MCP and Playwright Utils options + +--- + +Generated with [BMad Method](https://bmad-method.org) - TEA (Test Architect) diff --git a/docs/how-to/workflows/run-automate.md b/docs/how-to/workflows/run-automate.md new file mode 100644 index 00000000..8c5b9e78 --- /dev/null +++ b/docs/how-to/workflows/run-automate.md @@ -0,0 +1,653 @@ +--- +title: "How to Run Automate with TEA" +description: Expand test automation coverage after implementation using TEA's automate workflow +--- + +# How to Run Automate with TEA + +Use TEA's `*automate` workflow to generate comprehensive tests for existing features. Unlike `*atdd`, these tests pass immediately because the feature already exists. + +## When to Use This + +- Feature already exists and works +- Want to add test coverage to existing code +- Need tests that pass immediately +- Expanding existing test suite +- Adding tests to legacy code + +**Don't use this if:** +- Feature doesn't exist yet (use `*atdd` instead) +- Want failing tests to guide development (use `*atdd` for TDD) + +## Prerequisites + +- BMad Method installed +- TEA agent available +- Test framework setup complete (run `*framework` if needed) +- Feature implemented and working + +**Note:** This guide uses Playwright examples. If using Cypress, commands and syntax will differ. + +## Steps + +### 1. Load TEA Agent + +Start a fresh chat and load TEA: + +``` +*tea +``` + +### 2. Run the Automate Workflow + +``` +*automate +``` + +### 3. Provide Context + +TEA will ask for context about what you're testing. + +#### Option A: BMad-Integrated Mode (Recommended) + +If you have BMad artifacts (stories, test designs, PRDs): + +**What are you testing?** +``` +I'm testing the user profile feature we just implemented. +Story: story-profile-management.md +Test Design: test-design-epic-1.md +``` + +**Reference documents:** +- Story file with acceptance criteria +- Test design document (if available) +- PRD sections relevant to this feature +- Tech spec (if available) + +**Existing tests:** +``` +We have basic tests in tests/e2e/profile-view.spec.ts +Avoid duplicating that coverage +``` + +TEA will analyze your artifacts and generate comprehensive tests that: +- Cover acceptance criteria from the story +- Follow priorities from test design (P0 → P1 → P2) +- Avoid duplicating existing tests +- Include edge cases and error scenarios + +#### Option B: Standalone Mode + +If you're using TEA Solo or don't have BMad artifacts: + +**What are you testing?** +``` +TodoMVC React application at https://todomvc.com/examples/react/ +Features: Create todos, mark as complete, filter by status, delete todos +``` + +**Specific scenarios to cover:** +``` +- Creating todos (happy path) +- Marking todos as complete/incomplete +- Filtering (All, Active, Completed) +- Deleting todos +- Edge cases (empty input, long text) +``` + +TEA will analyze the application and generate tests based on your description. + +### 4. Specify Test Levels + +TEA will ask which test levels to generate: + +**Options:** +- **E2E tests** - Full browser-based user workflows +- **API tests** - Backend endpoint testing (faster, more reliable) +- **Component tests** - UI component testing in isolation (framework-dependent) +- **Mix** - Combination of levels (recommended) + +**Example response:** +``` +Generate: +- API tests for all CRUD operations +- E2E tests for critical user workflows (P0) +- Focus on P0 and P1 scenarios +- Skip P3 (low priority edge cases) +``` + +### 5. Review Generated Tests + +TEA generates a comprehensive test suite with multiple test levels. + +#### API Tests (`tests/api/profile.spec.ts`): + +**Vanilla Playwright:** +```typescript +import { test, expect } from '@playwright/test'; + +test.describe('Profile API', () => { + let authToken: string; + + test.beforeAll(async ({ request }) => { + // Manual auth token fetch + const response = await request.post('/api/auth/login', { + data: { email: 'test@example.com', password: 'password123' } + }); + const { token } = await response.json(); + authToken = token; + }); + + test('should fetch user profile', async ({ request }) => { + const response = await request.get('/api/profile', { + headers: { Authorization: `Bearer ${authToken}` } + }); + + expect(response.ok()).toBeTruthy(); + const profile = await response.json(); + expect(profile).toMatchObject({ + id: expect.any(String), + name: expect.any(String), + email: expect.any(String) + }); + }); + + test('should update profile successfully', async ({ request }) => { + const response = await request.patch('/api/profile', { + headers: { Authorization: `Bearer ${authToken}` }, + data: { + name: 'Updated Name', + bio: 'Test bio' + } + }); + + expect(response.ok()).toBeTruthy(); + const updated = await response.json(); + expect(updated.name).toBe('Updated Name'); + expect(updated.bio).toBe('Test bio'); + }); + + test('should validate email format', async ({ request }) => { + const response = await request.patch('/api/profile', { + headers: { Authorization: `Bearer ${authToken}` }, + data: { email: 'invalid-email' } + }); + + expect(response.status()).toBe(400); + const error = await response.json(); + expect(error.message).toContain('Invalid email'); + }); + + test('should require authentication', async ({ request }) => { + const response = await request.get('/api/profile'); + expect(response.status()).toBe(401); + }); +}); +``` + +**With Playwright Utils:** +```typescript +import { test as base, expect } from '@playwright/test'; +import { test as apiRequestFixture } from '@seontechnologies/playwright-utils/api-request/fixtures'; +import { createAuthFixtures } from '@seontechnologies/playwright-utils/auth-session'; +import { mergeTests } from '@playwright/test'; +import { z } from 'zod'; + +const ProfileSchema = z.object({ + id: z.string(), + name: z.string(), + email: z.string().email() +}); + +// Merge API and auth fixtures +const authFixtureTest = base.extend(createAuthFixtures()); +export const testWithAuth = mergeTests(apiRequestFixture, authFixtureTest); + +testWithAuth.describe('Profile API', () => { + testWithAuth('should fetch user profile', async ({ apiRequest, authToken }) => { + const { status, body } = await apiRequest({ + method: 'GET', + path: '/api/profile', + headers: { Authorization: `Bearer ${authToken}` } + }).validateSchema(ProfileSchema); // Chained validation + + expect(status).toBe(200); + // Schema already validated, type-safe access + expect(body.name).toBeDefined(); + }); + + testWithAuth('should update profile successfully', async ({ apiRequest, authToken }) => { + const { status, body } = await apiRequest({ + method: 'PATCH', + path: '/api/profile', + body: { name: 'Updated Name', bio: 'Test bio' }, + headers: { Authorization: `Bearer ${authToken}` } + }).validateSchema(ProfileSchema); // Chained validation + + expect(status).toBe(200); + expect(body.name).toBe('Updated Name'); + }); + + testWithAuth('should validate email format', async ({ apiRequest, authToken }) => { + const { status, body } = await apiRequest({ + method: 'PATCH', + path: '/api/profile', + body: { email: 'invalid-email' }, + headers: { Authorization: `Bearer ${authToken}` } + }); + + expect(status).toBe(400); + expect(body.message).toContain('Invalid email'); + }); +}); +``` + +**Key Differences:** +- `authToken` fixture (persisted, reused across tests) +- `apiRequest` returns `{ status, body }` (cleaner) +- Schema validation with Zod (type-safe) +- Automatic retry for 5xx errors +- Less boilerplate (no manual `await response.json()` everywhere) + +#### E2E Tests (`tests/e2e/profile.spec.ts`): + +```typescript +import { test, expect } from '@playwright/test'; + +test('should edit profile', async ({ page }) => { + // Login + await page.goto('/login'); + await page.getByLabel('Email').fill('test@example.com'); + await page.getByLabel('Password').fill('password123'); + await page.getByRole('button', { name: 'Sign in' }).click(); + + // Edit profile + await page.goto('/profile'); + await page.getByRole('button', { name: 'Edit Profile' }).click(); + await page.getByLabel('Name').fill('New Name'); + await page.getByRole('button', { name: 'Save' }).click(); + + // Verify success + await expect(page.getByText('Profile updated')).toBeVisible(); +}); +``` + +TEA generates additional tests for validation, edge cases, etc. based on priorities. + +#### Fixtures (`tests/support/fixtures/profile.ts`): + +**Vanilla Playwright:** +```typescript +import { test as base, Page } from '@playwright/test'; + +type ProfileFixtures = { + authenticatedPage: Page; + testProfile: { + name: string; + email: string; + bio: string; + }; +}; + +export const test = base.extend({ + authenticatedPage: async ({ page }, use) => { + // Manual login flow + await page.goto('/login'); + await page.getByLabel('Email').fill('test@example.com'); + await page.getByLabel('Password').fill('password123'); + await page.getByRole('button', { name: 'Sign in' }).click(); + await page.waitForURL(/\/dashboard/); + + await use(page); + }, + + testProfile: async ({ request }, use) => { + // Static test data + const profile = { + name: 'Test User', + email: 'test@example.com', + bio: 'Test bio' + }; + + await use(profile); + } +}); +``` + +**With Playwright Utils:** +```typescript +import { test as base } from '@playwright/test'; +import { createAuthFixtures } from '@seontechnologies/playwright-utils/auth-session'; +import { mergeTests } from '@playwright/test'; +import { faker } from '@faker-js/faker'; + +type ProfileFixtures = { + testProfile: { + name: string; + email: string; + bio: string; + }; +}; + +// Merge auth fixtures with custom fixtures +const authTest = base.extend(createAuthFixtures()); +const profileTest = base.extend({ + testProfile: async ({}, use) => { + // Dynamic test data with faker + const profile = { + name: faker.person.fullName(), + email: faker.internet.email(), + bio: faker.person.bio() + }; + + await use(profile); + } +}); + +export const test = mergeTests(authTest, profileTest); +export { expect } from '@playwright/test'; +``` + +**Usage:** +```typescript +import { test, expect } from '../support/fixtures/profile'; + +test('should update profile', async ({ page, authToken, testProfile }) => { + // authToken from auth-session (automatic, persisted) + // testProfile from custom fixture (dynamic data) + + await page.goto('/profile'); + // Test with dynamic, unique data +}); +``` + +**Key Benefits:** +- `authToken` fixture (persisted token, no manual login) +- Dynamic test data with faker (no conflicts) +- Fixture composition with mergeTests +- Reusable across test files + +### 6. Review Additional Artifacts + +TEA also generates: + +#### Updated README (`tests/README.md`): + +```markdown +# Test Suite + +## Running Tests + +### All Tests +npm test + +### Specific Levels +npm run test:api # API tests only +npm run test:e2e # E2E tests only +npm run test:smoke # Smoke tests (@smoke tag) + +### Single File +npx playwright test tests/api/profile.spec.ts + +## Test Structure + +tests/ +├── api/ # API tests (fast, reliable) +├── e2e/ # E2E tests (full workflows) +├── fixtures/ # Shared test utilities +└── README.md + +## Writing Tests + +Follow the patterns in existing tests: +- Use fixtures for authentication +- Network-first patterns (no hard waits) +- Explicit assertions +- Self-cleaning tests +``` + +#### Definition of Done Summary: + +```markdown +## Test Quality Checklist + +✅ All tests pass on first run +✅ No hard waits (waitForTimeout) +✅ No conditionals for flow control +✅ Assertions are explicit +✅ Tests clean up after themselves +✅ Tests can run in parallel +✅ Execution time < 1.5 minutes per test +✅ Test files < 300 lines +``` + +### 7. Run the Tests + +All tests should pass immediately since the feature exists: + +**For Playwright:** +```bash +npx playwright test +``` + +**For Cypress:** +```bash +npx cypress run +``` + +Expected output: +``` +Running 15 tests using 4 workers + + ✓ tests/api/profile.spec.ts (4 tests) - 2.1s + ✓ tests/e2e/profile-workflow.spec.ts (2 tests) - 5.3s + + 15 passed (7.4s) +``` + +**All green!** Tests pass because feature already exists. + +### 8. Review Test Coverage + +Check which scenarios are covered: + +```bash +# View test report +npx playwright show-report + +# Check coverage (if configured) +npm run test:coverage +``` + +Compare against: +- Acceptance criteria from story +- Test priorities from test design +- Edge cases and error scenarios + +## What You Get + +### Comprehensive Test Suite +- **API tests** - Fast, reliable backend testing +- **E2E tests** - Critical user workflows +- **Component tests** - UI component testing (if requested) +- **Fixtures** - Shared utilities and setup + +### Component Testing by Framework + +TEA supports component testing using framework-appropriate tools: + +| Your Framework | Component Testing Tool | Tests Location | +| -------------- | ------------------------------ | ----------------------------------------- | +| **Cypress** | Cypress Component Testing | `tests/component/` | +| **Playwright** | Vitest + React Testing Library | `tests/component/` or `src/**/*.test.tsx` | + +**Note:** Component tests use separate tooling from E2E tests: +- Cypress users: TEA generates Cypress Component Tests +- Playwright users: TEA generates Vitest + React Testing Library tests + +### Quality Features +- **Network-first patterns** - Wait for actual responses, not timeouts +- **Deterministic tests** - No flakiness, no conditionals +- **Self-cleaning** - Tests don't leave test data behind +- **Parallel-safe** - Can run all tests concurrently + +### Documentation +- **Updated README** - How to run tests +- **Test structure explanation** - Where tests live +- **Definition of Done** - Quality standards + +## Tips + +### Start with Test Design + +Run `*test-design` before `*automate` for better results: + +``` +*test-design # Risk assessment, priorities +*automate # Generate tests based on priorities +``` + +TEA will focus on P0/P1 scenarios and skip low-value tests. + +### Prioritize Test Levels + +Not everything needs E2E tests: + +**Good strategy:** +``` +- P0 scenarios: API + E2E tests +- P1 scenarios: API tests only +- P2 scenarios: API tests (happy path) +- P3 scenarios: Skip or add later +``` + +**Why?** +- API tests are 10x faster than E2E +- API tests are more reliable (no browser flakiness) +- E2E tests reserved for critical user journeys + +### Avoid Duplicate Coverage + +Tell TEA about existing tests: + +``` +We already have tests in: +- tests/e2e/profile-view.spec.ts (viewing profile) +- tests/api/auth.spec.ts (authentication) + +Don't duplicate that coverage +``` + +TEA will analyze existing tests and only generate new scenarios. + +### MCP Enhancements (Optional) + +If you have MCP servers configured (`tea_use_mcp_enhancements: true`), TEA can use them during `*automate` for: + +- **Healing mode:** Fix broken selectors, update assertions, enhance with trace analysis +- **Recording mode:** Verify selectors with live browser, capture network requests + +No prompts - TEA uses MCPs automatically when available. See [Enable MCP Enhancements](/docs/how-to/customization/enable-tea-mcp-enhancements.md) for setup. + +### Generate Tests Incrementally + +Don't generate all tests at once: + +**Iteration 1:** +``` +Generate P0 tests only (critical path) +Run: *automate +``` + +**Iteration 2:** +``` +Generate P1 tests (high value scenarios) +Run: *automate +Tell TEA to avoid P0 coverage +``` + +**Iteration 3:** +``` +Generate P2 tests (if time permits) +Run: *automate +``` + +This iterative approach: +- Provides fast feedback +- Allows validation before proceeding +- Keeps test generation focused + +## Common Issues + +### Tests Pass But Coverage Is Incomplete + +**Problem:** Tests pass but don't cover all scenarios. + +**Cause:** TEA wasn't given complete context. + +**Solution:** Provide more details: +``` +Generate tests for: +- All acceptance criteria in story-profile.md +- Error scenarios (validation, authorization) +- Edge cases (empty fields, long inputs) +``` + +### Too Many Tests Generated + +**Problem:** TEA generated 50 tests for a simple feature. + +**Cause:** Didn't specify priorities or scope. + +**Solution:** Be specific: +``` +Generate ONLY: +- P0 and P1 scenarios +- API tests for all scenarios +- E2E tests only for critical workflows +- Skip P2/P3 for now +``` + +### Tests Duplicate Existing Coverage + +**Problem:** New tests cover the same scenarios as existing tests. + +**Cause:** Didn't tell TEA about existing tests. + +**Solution:** Specify existing coverage: +``` +We already have these tests: +- tests/api/profile.spec.ts (GET /api/profile) +- tests/e2e/profile-view.spec.ts (viewing profile) + +Generate tests for scenarios NOT covered by those files +``` + +### MCP Enhancements for Better Selectors + +If you have MCP servers configured, TEA verifies selectors against live browser. Otherwise, TEA generates accessible selectors (`getByRole`, `getByLabel`) by default. + +Setup: Answer "Yes" to MCPs in BMad installer + configure MCP servers in your IDE. See [Enable MCP Enhancements](/docs/how-to/customization/enable-tea-mcp-enhancements.md). + +## Related Guides + +- [How to Run Test Design](/docs/how-to/workflows/run-test-design.md) - Plan before generating +- [How to Run ATDD](/docs/how-to/workflows/run-atdd.md) - Failing tests before implementation +- [How to Run Test Review](/docs/how-to/workflows/run-test-review.md) - Audit generated quality + +## Understanding the Concepts + +- [Testing as Engineering](/docs/explanation/philosophy/testing-as-engineering.md) - **Why TEA generates quality tests** (foundational) +- [Risk-Based Testing](/docs/explanation/tea/risk-based-testing.md) - Why prioritize P0 over P3 +- [Test Quality Standards](/docs/explanation/tea/test-quality-standards.md) - What makes tests good +- [Fixture Architecture](/docs/explanation/tea/fixture-architecture.md) - Reusable test patterns + +## Reference + +- [Command: *automate](/docs/reference/tea/commands.md#automate) - Full command reference +- [TEA Configuration](/docs/reference/tea/configuration.md) - MCP and Playwright Utils options + +--- + +Generated with [BMad Method](https://bmad-method.org) - TEA (Test Architect) diff --git a/docs/how-to/workflows/run-nfr-assess.md b/docs/how-to/workflows/run-nfr-assess.md new file mode 100644 index 00000000..82e0e03f --- /dev/null +++ b/docs/how-to/workflows/run-nfr-assess.md @@ -0,0 +1,679 @@ +--- +title: "How to Run NFR Assessment with TEA" +description: Validate non-functional requirements for security, performance, reliability, and maintainability using TEA +--- + +# How to Run NFR Assessment with TEA + +Use TEA's `*nfr-assess` workflow to validate non-functional requirements (NFRs) with evidence-based assessment across security, performance, reliability, and maintainability. + +## When to Use This + +- Enterprise projects with compliance requirements +- Projects with strict NFR thresholds +- Before production release +- When NFRs are critical to project success +- Security or performance is mission-critical + +**Best for:** +- Enterprise track projects +- Compliance-heavy industries (finance, healthcare, government) +- High-traffic applications +- Security-critical systems + +## Prerequisites + +- BMad Method installed +- TEA agent available +- NFRs defined in PRD or requirements doc +- Evidence preferred but not required (test results, security scans, performance metrics) + +**Note:** You can run NFR assessment without complete evidence. TEA will mark categories as CONCERNS where evidence is missing and document what's needed. + +## Steps + +### 1. Run the NFR Assessment Workflow + +Start a fresh chat and run: + +``` +*nfr-assess +``` + +This loads TEA and starts the NFR assessment workflow. + +### 2. Specify NFR Categories + +TEA will ask which NFR categories to assess. + +**Available Categories:** + +| Category | Focus Areas | +|----------|-------------| +| **Security** | Authentication, authorization, encryption, vulnerabilities, security headers, input validation | +| **Performance** | Response time, throughput, resource usage, database queries, frontend load time | +| **Reliability** | Error handling, recovery mechanisms, availability, failover, data backup | +| **Maintainability** | Code quality, test coverage, technical debt, documentation, dependency health | + +**Example Response:** +``` +Assess: +- Security (critical for user data) +- Performance (API must be fast) +- Reliability (99.9% uptime requirement) + +Skip maintainability for now +``` + +### 3. Provide NFR Thresholds + +TEA will ask for specific thresholds for each category. + +**Critical Principle: Never guess thresholds.** + +If you don't know the exact requirement, tell TEA to mark as CONCERNS and request clarification from stakeholders. + +#### Security Thresholds + +**Example:** +``` +Requirements: +- All endpoints require authentication: YES +- Data encrypted at rest: YES (PostgreSQL TDE) +- Zero critical vulnerabilities: YES (npm audit) +- Input validation on all endpoints: YES (Zod schemas) +- Security headers configured: YES (helmet.js) +``` + +#### Performance Thresholds + +**Example:** +``` +Requirements: +- API response time P99: < 200ms +- API response time P95: < 150ms +- Throughput: > 1000 requests/second +- Frontend initial load: < 2 seconds +- Database query time P99: < 50ms +``` + +#### Reliability Thresholds + +**Example:** +``` +Requirements: +- Error handling: All endpoints return structured errors +- Availability: 99.9% uptime +- Recovery time: < 5 minutes (RTO) +- Data backup: Daily automated backups +- Failover: Automatic with < 30s downtime +``` + +#### Maintainability Thresholds + +**Example:** +``` +Requirements: +- Test coverage: > 80% +- Code quality: SonarQube grade A +- Documentation: All APIs documented +- Dependency age: < 6 months outdated +- Technical debt: < 10% of codebase +``` + +### 4. Provide Evidence + +TEA will ask where to find evidence for each requirement. + +**Evidence Sources:** + +| Category | Evidence Type | Location | +|----------|---------------|----------| +| Security | Security scan reports | `/reports/security-scan.pdf` | +| Security | Vulnerability scan | `npm audit`, `snyk test` results | +| Security | Auth test results | Test reports showing auth coverage | +| Performance | Load test results | `/reports/k6-load-test.json` | +| Performance | APM data | Datadog, New Relic dashboards | +| Performance | Lighthouse scores | `/reports/lighthouse.json` | +| Reliability | Error rate metrics | Production monitoring dashboards | +| Reliability | Uptime data | StatusPage, PagerDuty logs | +| Maintainability | Coverage reports | `/reports/coverage/index.html` | +| Maintainability | Code quality | SonarQube dashboard | + +**Example Response:** +``` +Evidence: +- Security: npm audit results (clean), auth tests 15/15 passing +- Performance: k6 load test at /reports/k6-results.json +- Reliability: Error rate 0.01% in staging (logs in Datadog) + +Don't have: +- Uptime data (new system, no baseline) +- Mark as CONCERNS and request monitoring setup +``` + +### 5. Review NFR Assessment Report + +TEA generates a comprehensive assessment report. + +#### Assessment Report (`nfr-assessment.md`): + +```markdown +# Non-Functional Requirements Assessment + +**Date:** 2026-01-13 +**Epic:** User Profile Management +**Release:** v1.2.0 +**Overall Decision:** CONCERNS ⚠️ + +## Executive Summary + +| Category | Status | Critical Issues | +|----------|--------|-----------------| +| Security | PASS ✅ | 0 | +| Performance | CONCERNS ⚠️ | 2 | +| Reliability | PASS ✅ | 0 | +| Maintainability | PASS ✅ | 0 | + +**Decision Rationale:** +Performance metrics below target (P99 latency, throughput). Mitigation plan in place. Security and reliability meet all requirements. + +--- + +## Security Assessment + +**Status:** PASS ✅ + +### Requirements Met + +| Requirement | Target | Actual | Status | +|-------------|--------|--------|--------| +| Authentication required | All endpoints | 100% enforced | ✅ | +| Data encryption at rest | PostgreSQL TDE | Enabled | ✅ | +| Critical vulnerabilities | 0 | 0 | ✅ | +| Input validation | All endpoints | Zod schemas on 100% | ✅ | +| Security headers | Configured | helmet.js enabled | ✅ | + +### Evidence + +**Security Scan:** +```bash +$ npm audit +found 0 vulnerabilities +``` + +**Authentication Tests:** +- 15/15 auth tests passing +- Tested unauthorized access (401 responses) +- Token validation working + +**Penetration Testing:** +- Report: `/reports/pentest-2026-01.pdf` +- Findings: 0 critical, 2 low (addressed) + +**Conclusion:** All security requirements met. No blockers. + +--- + +## Performance Assessment + +**Status:** CONCERNS ⚠️ + +### Requirements Status + +| Metric | Target | Actual | Status | +|--------|--------|--------|--------| +| API response P99 | < 200ms | 350ms | ❌ Exceeds | +| API response P95 | < 150ms | 180ms | ⚠️ Exceeds | +| Throughput | > 1000 rps | 850 rps | ⚠️ Below | +| Frontend load | < 2s | 1.8s | ✅ Met | +| DB query P99 | < 50ms | 85ms | ❌ Exceeds | + +### Issues Identified + +#### Issue 1: P99 Latency Exceeds Target + +**Measured:** 350ms P99 (target: <200ms) +**Root Cause:** Database queries not optimized +- Missing indexes on profile queries +- N+1 query problem in profile endpoint + +**Impact:** User experience degraded for 1% of requests + +**Mitigation Plan:** +- Add composite index on `(user_id, profile_id)` - backend team, 2 days +- Refactor profile endpoint to use joins instead of multiple queries - backend team, 3 days +- Re-run load tests after optimization - QA team, 1 day + +**Owner:** Backend team lead +**Deadline:** Before release (January 20, 2026) + +#### Issue 2: Throughput Below Target + +**Measured:** 850 rps (target: >1000 rps) +**Root Cause:** Connection pool size too small +- PostgreSQL max_connections = 100 (too low) +- No connection pooling in application + +**Impact:** System cannot handle expected traffic + +**Mitigation Plan:** +- Increase PostgreSQL max_connections to 500 - DevOps, 1 day +- Implement connection pooling with pg-pool - backend team, 2 days +- Re-run load tests - QA team, 1 day + +**Owner:** DevOps + Backend team +**Deadline:** Before release (January 20, 2026) + +### Evidence + +**Load Testing:** +``` +Tool: k6 +Duration: 10 minutes +Virtual Users: 500 concurrent +Report: /reports/k6-load-test.json +``` + +**Results:** +``` +scenarios: (100.00%) 1 scenario, 500 max VUs, 10m30s max duration + ✓ http_req_duration..............: avg=250ms min=45ms med=180ms max=2.1s p(90)=280ms p(95)=350ms + http_reqs......................: 85000 (850/s) + http_req_failed................: 0.1% +``` + +**APM Data:** +- Tool: Datadog +- Dashboard: + +**Conclusion:** Performance issues identified with mitigation plan. Re-assess after optimization. + +--- + +## Reliability Assessment + +**Status:** PASS ✅ + +### Requirements Met + +| Requirement | Target | Actual | Status | +|-------------|--------|--------|--------| +| Error handling | Structured errors | 100% endpoints | ✅ | +| Availability | 99.9% uptime | 99.95% (staging) | ✅ | +| Recovery time | < 5 min (RTO) | 3 min (tested) | ✅ | +| Data backup | Daily | Automated daily | ✅ | +| Failover | < 30s downtime | 15s (tested) | ✅ | + +### Evidence + +**Error Handling Tests:** +- All endpoints return structured JSON errors +- Error codes standardized (400, 401, 403, 404, 500) +- Error messages user-friendly (no stack traces) + +**Chaos Engineering:** +- Tested database failover: 15s downtime ✅ +- Tested service crash recovery: 3 min ✅ +- Tested network partition: Graceful degradation ✅ + +**Monitoring:** +- Staging uptime (30 days): 99.95% +- Error rate: 0.01% (target: <0.1%) +- P50 availability: 100% + +**Conclusion:** All reliability requirements exceeded. No issues. + +--- + +## Maintainability Assessment + +**Status:** PASS ✅ + +### Requirements Met + +| Requirement | Target | Actual | Status | +|-------------|--------|--------|--------| +| Test coverage | > 80% | 85% | ✅ | +| Code quality | Grade A | Grade A | ✅ | +| Documentation | All APIs | 100% documented | ✅ | +| Outdated dependencies | < 6 months | 3 months avg | ✅ | +| Technical debt | < 10% | 7% | ✅ | + +### Evidence + +**Test Coverage:** +``` +Statements : 85.2% ( 1205/1414 ) +Branches : 82.1% ( 412/502 ) +Functions : 88.5% ( 201/227 ) +Lines : 85.2% ( 1205/1414 ) +``` + +**Code Quality:** +- SonarQube: Grade A +- Maintainability rating: A +- Technical debt ratio: 7% +- Code smells: 12 (all minor) + +**Documentation:** +- API docs: 100% coverage (OpenAPI spec) +- README: Complete and up-to-date +- Architecture docs: ADRs for all major decisions + +**Conclusion:** All maintainability requirements met. Codebase is healthy. + +--- + +## Overall Gate Decision + +### Decision: CONCERNS ⚠️ + +**Rationale:** +- **Blockers:** None +- **Concerns:** Performance metrics below target (P99 latency, throughput) +- **Mitigation:** Plan in place with clear owners and deadlines (5 days total) +- **Passing:** Security, reliability, maintainability all green + +### Actions Required Before Release + +1. **Optimize database queries** (backend team, 3 days) + - Add indexes + - Fix N+1 queries + - Implement connection pooling + +2. **Re-run performance tests** (QA team, 1 day) + - Validate P99 < 200ms + - Validate throughput > 1000 rps + +3. **Update this assessment** (TEA, 1 hour) + - Re-run `*nfr-assess` with new results + - Confirm PASS status + +### Waiver Option (If Business Approves) + +If business decides to deploy with current performance: + +**Waiver Justification:** +```markdown +## Performance Waiver + +**Waived By:** VP Engineering, Product Manager +**Date:** 2026-01-15 +**Reason:** Business priority to launch by Q1 +**Conditions:** +- Set monitoring alerts for P99 > 300ms +- Plan optimization for v1.3 (February release) +- Document known performance limitations in release notes + +**Accepted Risk:** +- 1% of users experience slower response (350ms vs 200ms) +- System can handle current traffic (850 rps sufficient for launch) +- Optimization planned for next release +``` + +### Approvals + +- [ ] Product Manager - Review business impact +- [ ] Tech Lead - Review mitigation plan +- [ ] QA Lead - Validate test evidence +- [ ] DevOps - Confirm infrastructure ready + +--- + +## Monitoring Plan Post-Release + +**Performance Alerts:** +- P99 latency > 400ms (critical) +- Throughput < 700 rps (warning) +- Error rate > 1% (critical) + +**Review Cadence:** +- Daily: Check performance dashboards +- Weekly: Review alert trends +- Monthly: Re-assess NFRs +``` + +## What You Get + +### NFR Assessment Report +- Category-by-category analysis (Security, Performance, Reliability, Maintainability) +- Requirements status (target vs actual) +- Evidence for each requirement +- Issues identified with root cause analysis + +### Gate Decision +- **PASS** ✅ - All NFRs met, ready to release +- **CONCERNS** ⚠️ - Some NFRs not met, mitigation plan exists +- **FAIL** ❌ - Critical NFRs not met, blocks release +- **WAIVED** ⏭️ - Business-approved waiver with documented risk + +### Mitigation Plans +- Specific actions to address concerns +- Owners and deadlines +- Re-assessment criteria + +### Monitoring Plan +- Post-release monitoring strategy +- Alert thresholds +- Review cadence + +## Tips + +### Run NFR Assessment Early + +**Phase 2 (Enterprise):** +Run `*nfr-assess` during planning to: +- Identify NFR requirements early +- Plan for performance testing +- Budget for security audits +- Set up monitoring infrastructure + +**Phase 4 or Gate:** +Re-run before release to validate all requirements met. + +### Never Guess Thresholds + +If you don't know the NFR target: + +**Don't:** +``` +API response time should probably be under 500ms +``` + +**Do:** +``` +Mark as CONCERNS - Request threshold from stakeholders +"What is the acceptable API response time?" +``` + +### Collect Evidence Beforehand + +Before running `*nfr-assess`, gather: + +**Security:** +```bash +npm audit # Vulnerability scan +snyk test # Alternative security scan +npm run test:security # Security test suite +``` + +**Performance:** +```bash +npm run test:load # k6 or artillery load tests +npm run test:lighthouse # Frontend performance +npm run test:db-performance # Database query analysis +``` + +**Reliability:** +- Production error rate (last 30 days) +- Uptime data (StatusPage, PagerDuty) +- Incident response times + +**Maintainability:** +```bash +npm run test:coverage # Test coverage report +npm run lint # Code quality check +npm outdated # Dependency freshness +``` + +### Use Real Data, Not Assumptions + +**Don't:** +``` +System is probably fast enough +Security seems fine +``` + +**Do:** +``` +Load test results show P99 = 350ms +npm audit shows 0 vulnerabilities +Test coverage report shows 85% +``` + +Evidence-based decisions prevent surprises in production. + +### Document Waivers Thoroughly + +If business approves waiver: + +**Required:** +- Who approved (name, role, date) +- Why (business justification) +- Conditions (monitoring, future plans) +- Accepted risk (quantified impact) + +**Example:** +```markdown +Waived by: CTO, VP Product (2026-01-15) +Reason: Q1 launch critical for investor demo +Conditions: Optimize in v1.3, monitor closely +Risk: 1% of users experience 350ms latency (acceptable for launch) +``` + +### Re-Assess After Fixes + +After implementing mitigations: + +``` +1. Fix performance issues +2. Run load tests again +3. Run *nfr-assess with new evidence +4. Verify PASS status +``` + +Don't deploy with CONCERNS without mitigation or waiver. + +### Integrate with Release Checklist + +```markdown +## Release Checklist + +### Pre-Release +- [ ] All tests passing +- [ ] Test coverage > 80% +- [ ] Run *nfr-assess +- [ ] NFR status: PASS or WAIVED + +### Performance +- [ ] Load tests completed +- [ ] P99 latency meets threshold +- [ ] Throughput meets threshold + +### Security +- [ ] Security scan clean +- [ ] Auth tests passing +- [ ] Penetration test complete + +### Post-Release +- [ ] Monitoring alerts configured +- [ ] Dashboards updated +- [ ] Incident response plan ready +``` + +## Common Issues + +### No Evidence Available + +**Problem:** Don't have performance data, security scans, etc. + +**Solution:** +``` +Mark as CONCERNS for categories without evidence +Document what evidence is needed +Set up tests/scans before re-assessment +``` + +**Don't block on missing evidence** - document what's needed and proceed. + +### Thresholds Too Strict + +**Problem:** Can't meet unrealistic thresholds. + +**Symptoms:** +- P99 < 50ms (impossible for complex queries) +- 100% test coverage (impractical) +- Zero technical debt (unrealistic) + +**Solution:** +``` +Negotiate thresholds with stakeholders: +- "P99 < 50ms is unrealistic for our DB queries" +- "Propose P99 < 200ms based on industry standards" +- "Show evidence from load tests" +``` + +Use data to negotiate realistic requirements. + +### Assessment Takes Too Long + +**Problem:** Gathering evidence for all categories is time-consuming. + +**Solution:** Focus on critical categories first: + +**For most projects:** +``` +Priority 1: Security (always critical) +Priority 2: Performance (if high-traffic) +Priority 3: Reliability (if uptime critical) +Priority 4: Maintainability (nice to have) +``` + +Assess categories incrementally, not all at once. + +### CONCERNS vs FAIL - When to Block? + +**CONCERNS** ⚠️: +- Issues exist but not critical +- Mitigation plan in place +- Business accepts risk (with waiver) +- Can deploy with monitoring + +**FAIL** ❌: +- Critical security vulnerability (CVE critical) +- System unusable (error rate >10%) +- Data loss risk (no backups) +- Zero mitigation possible + +**Rule of thumb:** If you can mitigate or monitor, use CONCERNS. Reserve FAIL for absolute blockers. + +## Related Guides + +- [How to Run Trace](/docs/how-to/workflows/run-trace.md) - Gate decision complements NFR +- [How to Run Test Review](/docs/how-to/workflows/run-test-review.md) - Quality complements NFR +- [Run TEA for Enterprise](/docs/how-to/enterprise/use-tea-for-enterprise.md) - Enterprise workflow + +## Understanding the Concepts + +- [Risk-Based Testing](/docs/explanation/tea/risk-based-testing.md) - Risk assessment principles +- [TEA Overview](/docs/explanation/features/tea-overview.md) - NFR in release gates + +## Reference + +- [Command: *nfr-assess](/docs/reference/tea/commands.md#nfr-assess) - Full command reference +- [TEA Configuration](/docs/reference/tea/configuration.md) - Enterprise config options + +--- + +Generated with [BMad Method](https://bmad-method.org) - TEA (Test Architect) diff --git a/docs/how-to/workflows/run-test-review.md b/docs/how-to/workflows/run-test-review.md new file mode 100644 index 00000000..924b12a7 --- /dev/null +++ b/docs/how-to/workflows/run-test-review.md @@ -0,0 +1,605 @@ +--- +title: "How to Run Test Review with TEA" +description: Audit test quality using TEA's comprehensive knowledge base and get 0-100 scoring +--- + +# How to Run Test Review with TEA + +Use TEA's `*test-review` workflow to audit test quality with objective scoring and actionable feedback. TEA reviews tests against its knowledge base of best practices. + +## When to Use This + +- Want to validate test quality objectively +- Need quality metrics for release gates +- Preparing for production deployment +- Reviewing team-written tests +- Auditing AI-generated tests +- Onboarding new team members (show good patterns) + +## Prerequisites + +- BMad Method installed +- TEA agent available +- Tests written (to review) +- Test framework configured + +## Steps + +### 1. Load TEA Agent + +Start a fresh chat and load TEA: + +``` +*tea +``` + +### 2. Run the Test Review Workflow + +``` +*test-review +``` + +### 3. Specify Review Scope + +TEA will ask what to review. + +#### Option A: Single File + +Review one test file: + +``` +tests/e2e/checkout.spec.ts +``` + +**Best for:** +- Reviewing specific failing tests +- Quick feedback on new tests +- Learning from specific examples + +#### Option B: Directory + +Review all tests in a directory: + +``` +tests/e2e/ +``` + +**Best for:** +- Reviewing E2E test suite +- Comparing test quality across files +- Finding patterns of issues + +#### Option C: Entire Suite + +Review all tests: + +``` +tests/ +``` + +**Best for:** +- Release gate quality check +- Comprehensive audit +- Establishing baseline metrics + +### 4. Review the Quality Report + +TEA generates a comprehensive quality report with scoring. + +#### Report Structure (`test-review.md`): + +```markdown +# Test Quality Review Report + +**Date:** 2026-01-13 +**Scope:** tests/e2e/ +**Overall Score:** 76/100 + +## Summary + +- **Tests Reviewed:** 12 +- **Passing Quality:** 9 tests (75%) +- **Needs Improvement:** 3 tests (25%) +- **Critical Issues:** 2 +- **Recommendations:** 6 + +## Critical Issues + +### 1. Hard Waits Detected + +**File:** `tests/e2e/checkout.spec.ts:45` +**Issue:** Using `page.waitForTimeout(3000)` +**Impact:** Test is flaky and unnecessarily slow +**Severity:** Critical + +**Current Code:** +```typescript +await page.click('button[type="submit"]'); +await page.waitForTimeout(3000); // ❌ Hard wait +await expect(page.locator('.success')).toBeVisible(); +``` + +**Fix:** +```typescript +await page.click('button[type="submit"]'); +// Wait for the API response that triggers success message +await page.waitForResponse(resp => + resp.url().includes('/api/checkout') && resp.ok() +); +await expect(page.locator('.success')).toBeVisible(); +``` + +**Why This Matters:** +- Hard waits are fixed timeouts that don't wait for actual conditions +- Tests fail intermittently on slower machines +- Wastes time waiting even when response is fast +- Network-first patterns are more reliable + +--- + +### 2. Conditional Flow Control + +**File:** `tests/e2e/profile.spec.ts:28` +**Issue:** Using if/else to handle optional elements +**Impact:** Non-deterministic test behavior +**Severity:** Critical + +**Current Code:** +```typescript +if (await page.locator('.banner').isVisible()) { + await page.click('.dismiss'); +} +// ❌ Test behavior changes based on banner presence +``` + +**Fix:** +```typescript +// Option 1: Make banner presence deterministic +await expect(page.locator('.banner')).toBeVisible(); +await page.click('.dismiss'); + +// Option 2: Test both scenarios separately +test('should show banner for new users', async ({ page }) => { + // Test with banner +}); + +test('should not show banner for returning users', async ({ page }) => { + // Test without banner +}); +``` + +**Why This Matters:** +- Tests should be deterministic (same result every run) +- Conditionals hide bugs (what if banner should always show?) +- Makes debugging harder +- Violates test isolation principle + +## Recommendations + +### 1. Extract Repeated Setup + +**File:** `tests/e2e/profile.spec.ts` +**Issue:** Login code duplicated in every test +**Severity:** Medium +**Impact:** Maintenance burden, test verbosity + +**Current:** +```typescript +test('test 1', async ({ page }) => { + await page.goto('/login'); + await page.fill('[name="email"]', 'test@example.com'); + await page.fill('[name="password"]', 'password'); + await page.click('button[type="submit"]'); + // Test logic... +}); + +test('test 2', async ({ page }) => { + // Same login code repeated +}); +``` + +**Fix (Vanilla Playwright):** +```typescript +// Create fixture in tests/support/fixtures/auth.ts +import { test as base, Page } from '@playwright/test'; + +export const test = base.extend<{ authenticatedPage: Page }>({ + authenticatedPage: async ({ page }, use) => { + await page.goto('/login'); + await page.getByLabel('Email').fill('test@example.com'); + await page.getByLabel('Password').fill('password'); + await page.getByRole('button', { name: 'Sign in' }).click(); + await page.waitForURL(/\/dashboard/); + await use(page); + } +}); + +// Use in tests +test('test 1', async ({ authenticatedPage }) => { + // Already logged in +}); +``` + +**Better (With Playwright Utils):** +```typescript +// Use built-in auth-session fixture +import { test as base } from '@playwright/test'; +import { createAuthFixtures } from '@seontechnologies/playwright-utils/auth-session'; + +export const test = base.extend(createAuthFixtures()); + +// Use in tests - even simpler +test('test 1', async ({ page, authToken }) => { + // authToken already available (persisted, reused) + await page.goto('/dashboard'); + // Already authenticated via authToken +}); +``` + +**Playwright Utils Benefits:** +- Token persisted to disk (faster subsequent runs) +- Multi-user support out of the box +- Automatic token renewal if expired +- No manual login flow needed + +--- + +### 2. Add Network Assertions + +**File:** `tests/e2e/api-calls.spec.ts` +**Issue:** No verification of API responses +**Severity:** Low +**Impact:** Tests don't catch API errors + +**Current:** +```typescript +await page.click('button[name="save"]'); +await expect(page.locator('.success')).toBeVisible(); +// ❌ What if API returned 500 but UI shows cached success? +``` + +**Enhancement:** +```typescript +const responsePromise = page.waitForResponse( + resp => resp.url().includes('/api/profile') && resp.status() === 200 +); +await page.click('button[name="save"]'); +const response = await responsePromise; + +// Verify API response +const data = await response.json(); +expect(data.success).toBe(true); + +// Verify UI +await expect(page.locator('.success')).toBeVisible(); +``` + +--- + +### 3. Improve Test Names + +**File:** `tests/e2e/checkout.spec.ts` +**Issue:** Vague test names +**Severity:** Low +**Impact:** Hard to understand test purpose + +**Current:** +```typescript +test('should work', async ({ page }) => { }); +test('test checkout', async ({ page }) => { }); +``` + +**Better:** +```typescript +test('should complete checkout with valid credit card', async ({ page }) => { }); +test('should show validation error for expired card', async ({ page }) => { }); +``` + +## Quality Scores by Category + +| Category | Score | Target | Status | +|----------|-------|--------|--------| +| **Determinism** | 26/35 | 30/35 | ⚠️ Needs Improvement | +| **Isolation** | 22/25 | 20/25 | ✅ Good | +| **Assertions** | 18/20 | 16/20 | ✅ Good | +| **Structure** | 7/10 | 8/10 | ⚠️ Minor Issues | +| **Performance** | 3/10 | 8/10 | ❌ Critical | + +### Scoring Breakdown + +**Determinism (35 points max):** +- No hard waits: 0/10 ❌ (found 3 instances) +- No conditionals: 8/10 ⚠️ (found 2 instances) +- No try-catch flow control: 10/10 ✅ +- Network-first patterns: 8/15 ⚠️ (some tests missing) + +**Isolation (25 points max):** +- Self-cleaning: 20/20 ✅ +- No global state: 5/5 ✅ +- Parallel-safe: 0/0 ✅ (not tested) + +**Assertions (20 points max):** +- Explicit in test body: 15/15 ✅ +- Specific and meaningful: 3/5 ⚠️ (some weak assertions) + +**Structure (10 points max):** +- Test size < 300 lines: 5/5 ✅ +- Clear names: 2/5 ⚠️ (some vague names) + +**Performance (10 points max):** +- Execution time < 1.5 min: 3/10 ❌ (3 tests exceed limit) + +## Files Reviewed + +| File | Score | Issues | Status | +|------|-------|--------|--------| +| `tests/e2e/checkout.spec.ts` | 65/100 | 4 | ❌ Needs Work | +| `tests/e2e/profile.spec.ts` | 72/100 | 3 | ⚠️ Needs Improvement | +| `tests/e2e/search.spec.ts` | 88/100 | 1 | ✅ Good | +| `tests/api/profile.spec.ts` | 92/100 | 0 | ✅ Excellent | + +## Next Steps + +### Immediate (Fix Critical Issues) +1. Remove hard waits in `checkout.spec.ts` (line 45, 67, 89) +2. Fix conditional in `profile.spec.ts` (line 28) +3. Optimize slow tests in `checkout.spec.ts` + +### Short-term (Apply Recommendations) +4. Extract login fixture from `profile.spec.ts` +5. Add network assertions to `api-calls.spec.ts` +6. Improve test names in `checkout.spec.ts` + +### Long-term (Continuous Improvement) +7. Re-run `*test-review` after fixes (target: 85/100) +8. Add performance budgets to CI +9. Document test patterns for team + +## Knowledge Base References + +TEA reviewed against these patterns: +- [test-quality.md](/docs/reference/tea/knowledge-base.md#test-quality) - Execution limits, isolation +- [network-first.md](/docs/reference/tea/knowledge-base.md#network-first) - Deterministic waits +- [timing-debugging.md](/docs/reference/tea/knowledge-base.md#timing-debugging) - Race conditions +- [selector-resilience.md](/docs/reference/tea/knowledge-base.md#selector-resilience) - Robust selectors +``` + +## Understanding the Scores + +### What Do Scores Mean? + +| Score Range | Interpretation | Action | +|-------------|----------------|--------| +| **90-100** | Excellent | Minimal changes needed, production-ready | +| **80-89** | Good | Minor improvements recommended | +| **70-79** | Acceptable | Address recommendations before release | +| **60-69** | Needs Improvement | Fix critical issues, apply recommendations | +| **< 60** | Critical | Significant refactoring needed | + +### Scoring Criteria + +**Determinism (35 points):** +- Tests produce same result every run +- No random failures (flakiness) +- No environment-dependent behavior + +**Isolation (25 points):** +- Tests don't depend on each other +- Can run in any order +- Clean up after themselves + +**Assertions (20 points):** +- Verify actual behavior +- Specific and meaningful +- Not abstracted away in helpers + +**Structure (10 points):** +- Readable and maintainable +- Appropriate size +- Clear naming + +**Performance (10 points):** +- Fast execution +- Efficient selectors +- No unnecessary waits + +## What You Get + +### Quality Report +- Overall score (0-100) +- Category scores (Determinism, Isolation, etc.) +- File-by-file breakdown + +### Critical Issues +- Specific line numbers +- Code examples (current vs fixed) +- Why it matters explanation +- Impact assessment + +### Recommendations +- Actionable improvements +- Code examples +- Priority/severity levels + +### Next Steps +- Immediate actions (fix critical) +- Short-term improvements +- Long-term quality goals + +## Tips + +### Review Before Release + +Make test review part of release checklist: + +```markdown +## Release Checklist +- [ ] All tests passing +- [ ] Test review score > 80 +- [ ] Critical issues resolved +- [ ] Performance within budget +``` + +### Review After AI Generation + +Always review AI-generated tests: + +``` +1. Run *atdd or *automate +2. Run *test-review on generated tests +3. Fix critical issues +4. Commit tests +``` + +### Set Quality Gates + +Use scores as quality gates: + +```yaml +# .github/workflows/test.yml +- name: Review test quality + run: | + # Run test review + # Parse score from report + if [ $SCORE -lt 80 ]; then + echo "Test quality below threshold" + exit 1 + fi +``` + +### Review Regularly + +Schedule periodic reviews: + +- **Per story:** Optional (spot check new tests) +- **Per epic:** Recommended (ensure consistency) +- **Per release:** Recommended for quality gates (required if using formal gate process) +- **Quarterly:** Audit entire suite + +### Focus Reviews + +For large suites, review incrementally: + +**Week 1:** Review E2E tests +**Week 2:** Review API tests +**Week 3:** Review component tests (Cypress CT or Vitest) +**Week 4:** Apply fixes across all suites + +**Component Testing Note:** TEA reviews component tests using framework-specific knowledge: +- **Cypress:** Reviews Cypress Component Testing specs (*.cy.tsx) +- **Playwright:** Reviews Vitest component tests (*.test.tsx) + +### Use Reviews for Learning + +Share reports with team: + +``` +Team Meeting: +- Review test-review.md +- Discuss critical issues +- Agree on patterns +- Update team guidelines +``` + +### Compare Over Time + +Track improvement: + +```markdown +## Quality Trend + +| Date | Score | Critical Issues | Notes | +|------|-------|-----------------|-------| +| 2026-01-01 | 65 | 5 | Baseline | +| 2026-01-15 | 72 | 2 | Fixed hard waits | +| 2026-02-01 | 84 | 0 | All critical resolved | +``` + +## Common Issues + +### Low Determinism Score + +**Symptoms:** +- Tests fail randomly +- "Works on my machine" +- CI failures that don't reproduce locally + +**Common Causes:** +- Hard waits (`waitForTimeout`) +- Conditional flow control (`if/else`) +- Try-catch for flow control +- Missing network-first patterns + +**Fix:** Review determinism section, apply network-first patterns + +### Low Performance Score + +**Symptoms:** +- Tests take > 1.5 minutes each +- Test suite takes hours +- CI times out + +**Common Causes:** +- Unnecessary waits (hard timeouts) +- Inefficient selectors (XPath, complex CSS) +- Not using parallelization +- Heavy setup in every test + +**Fix:** Optimize waits, improve selectors, use fixtures + +### Low Isolation Score + +**Symptoms:** +- Tests fail when run in different order +- Tests fail in parallel +- Test data conflicts + +**Common Causes:** +- Shared global state +- Tests don't clean up +- Hard-coded test data +- Database not reset between tests + +**Fix:** Use fixtures, clean up in afterEach, use unique test data + +### "Too Many Issues to Fix" + +**Problem:** Report shows 50+ issues, overwhelming. + +**Solution:** Prioritize: +1. Fix all critical issues first +2. Apply top 3 recommendations +3. Re-run review +4. Iterate + +Don't try to fix everything at once. + +### Reviews Take Too Long + +**Problem:** Reviewing entire suite takes hours. + +**Solution:** Review incrementally: +- Review new tests in PR review +- Schedule directory reviews weekly +- Full suite review quarterly + +## Related Guides + +- [How to Run ATDD](/docs/how-to/workflows/run-atdd.md) - Generate tests to review +- [How to Run Automate](/docs/how-to/workflows/run-automate.md) - Expand coverage to review +- [How to Run Trace](/docs/how-to/workflows/run-trace.md) - Coverage complements quality + +## Understanding the Concepts + +- [Test Quality Standards](/docs/explanation/tea/test-quality-standards.md) - What makes tests good +- [Network-First Patterns](/docs/explanation/tea/network-first-patterns.md) - Avoiding flakiness +- [Fixture Architecture](/docs/explanation/tea/fixture-architecture.md) - Reusable patterns + +## Reference + +- [Command: *test-review](/docs/reference/tea/commands.md#test-review) - Full command reference +- [Knowledge Base Index](/docs/reference/tea/knowledge-base.md) - Patterns TEA reviews against + +--- + +Generated with [BMad Method](https://bmad-method.org) - TEA (Test Architect) diff --git a/docs/how-to/workflows/run-trace.md b/docs/how-to/workflows/run-trace.md new file mode 100644 index 00000000..bd352f39 --- /dev/null +++ b/docs/how-to/workflows/run-trace.md @@ -0,0 +1,883 @@ +--- +title: "How to Run Trace with TEA" +description: Map requirements to tests and make quality gate decisions using TEA's trace workflow +--- + +# How to Run Trace with TEA + +Use TEA's `*trace` workflow for requirements traceability and quality gate decisions. This is a two-phase workflow: Phase 1 analyzes coverage, Phase 2 makes the go/no-go decision. + +## When to Use This + +### Phase 1: Requirements Traceability +- Map acceptance criteria to implemented tests +- Identify coverage gaps +- Prioritize missing tests +- Refresh coverage after each story/epic + +### Phase 2: Quality Gate Decision +- Make go/no-go decision for release +- Validate coverage meets thresholds +- Document gate decision with evidence +- Support business-approved waivers + +## Prerequisites + +- BMad Method installed +- TEA agent available +- Requirements defined (stories, acceptance criteria, test design) +- Tests implemented +- For brownfield: Existing codebase with tests + +## Steps + +### 1. Run the Trace Workflow + +``` +*trace +``` + +### 2. Specify Phase + +TEA will ask which phase you're running. + +**Phase 1: Requirements Traceability** +- Analyze coverage +- Identify gaps +- Generate recommendations + +**Phase 2: Quality Gate Decision** +- Make PASS/CONCERNS/FAIL/WAIVED decision +- Requires Phase 1 complete + +**Typical flow:** Run Phase 1 first, review gaps, then run Phase 2 for gate decision. + +--- + +## Phase 1: Requirements Traceability + +### 3. Provide Requirements Source + +TEA will ask where requirements are defined. + +**Options:** + +| Source | Example | Best For | +| --------------- | ----------------------------- | ---------------------- | +| **Story file** | `story-profile-management.md` | Single story coverage | +| **Test design** | `test-design-epic-1.md` | Epic coverage | +| **PRD** | `PRD.md` | System-level coverage | +| **Multiple** | All of the above | Comprehensive analysis | + +**Example Response:** +``` +Requirements: +- story-profile-management.md (acceptance criteria) +- test-design-epic-1.md (test priorities) +``` + +### 4. Specify Test Location + +TEA will ask where tests are located. + +**Example:** +``` +Test location: tests/ +Include: +- tests/api/ +- tests/e2e/ +``` + +### 5. Specify Focus Areas (Optional) + +**Example:** +``` +Focus on: +- Profile CRUD operations +- Validation scenarios +- Authorization checks +``` + +### 6. Review Coverage Matrix + +TEA generates a comprehensive traceability matrix. + +#### Traceability Matrix (`traceability-matrix.md`): + +```markdown +# Requirements Traceability Matrix + +**Date:** 2026-01-13 +**Scope:** Epic 1 - User Profile Management +**Phase:** Phase 1 (Traceability Analysis) + +## Coverage Summary + +| Metric | Count | Percentage | +| ---------------------- | ----- | ---------- | +| **Total Requirements** | 15 | 100% | +| **Full Coverage** | 11 | 73% | +| **Partial Coverage** | 3 | 20% | +| **No Coverage** | 1 | 7% | + +### By Priority + +| Priority | Total | Covered | Percentage | +| -------- | ----- | ------- | ----------------- | +| **P0** | 5 | 5 | 100% ✅ | +| **P1** | 6 | 5 | 83% ⚠️ | +| **P2** | 3 | 1 | 33% ⚠️ | +| **P3** | 1 | 0 | 0% ✅ (acceptable) | + +--- + +## Detailed Traceability + +### ✅ Requirement 1: User can view their profile (P0) + +**Acceptance Criteria:** +- User navigates to /profile +- Profile displays name, email, avatar +- Data is current (not cached) + +**Test Coverage:** FULL ✅ + +**Tests:** +- `tests/e2e/profile-view.spec.ts:15` - "should display profile page with current data" + - ✅ Navigates to /profile + - ✅ Verifies name, email visible + - ✅ Verifies avatar displayed + - ✅ Validates data freshness via API assertion + +- `tests/api/profile.spec.ts:8` - "should fetch user profile via API" + - ✅ Calls GET /api/profile + - ✅ Validates response schema + - ✅ Confirms all fields present + +--- + +### ⚠️ Requirement 2: User can edit profile (P0) + +**Acceptance Criteria:** +- User clicks "Edit Profile" +- Can modify name, email, bio +- Can upload avatar +- Changes are persisted +- Success message shown + +**Test Coverage:** PARTIAL ⚠️ + +**Tests:** +- `tests/e2e/profile-edit.spec.ts:22` - "should edit and save profile" + - ✅ Clicks edit button + - ✅ Modifies name and email + - ⚠️ **Does NOT test bio field** + - ❌ **Does NOT test avatar upload** + - ✅ Verifies persistence + - ✅ Verifies success message + +- `tests/api/profile.spec.ts:25` - "should update profile via PATCH" + - ✅ Calls PATCH /api/profile + - ✅ Validates update response + - ⚠️ **Only tests name/email, not bio/avatar** + +**Missing Coverage:** +- Bio field not tested in E2E or API +- Avatar upload not tested + +**Gap Severity:** HIGH (P0 requirement, critical path) + +--- + +### ✅ Requirement 3: Invalid email shows validation error (P1) + +**Acceptance Criteria:** +- Enter invalid email format +- See error message +- Cannot save changes + +**Test Coverage:** FULL ✅ + +**Tests:** +- `tests/e2e/profile-edit.spec.ts:45` - "should show validation error for invalid email" +- `tests/api/profile.spec.ts:50` - "should return 400 for invalid email" + +--- + +### ❌ Requirement 15: Profile export as PDF (P2) + +**Acceptance Criteria:** +- User clicks "Export Profile" +- PDF downloads with profile data + +**Test Coverage:** NONE ❌ + +**Gap Analysis:** +- **Priority:** P2 (medium) +- **Risk:** Low (non-critical feature) +- **Recommendation:** Add in next iteration (not blocking for release) + +--- + +## Gap Prioritization + +### Critical Gaps (Must Fix Before Release) + +| Gap | Requirement | Priority | Risk | Recommendation | +| --- | ------------------------ | -------- | ---- | ------------------- | +| 1 | Bio field not tested | P0 | High | Add E2E + API tests | +| 2 | Avatar upload not tested | P0 | High | Add E2E + API tests | + +**Estimated Effort:** 3 hours +**Owner:** QA team +**Deadline:** Before release + +### Non-Critical Gaps (Can Defer) + +| Gap | Requirement | Priority | Risk | Recommendation | +| --- | ------------------------- | -------- | ---- | ------------------- | +| 3 | Profile export not tested | P2 | Low | Add in v1.3 release | + +**Estimated Effort:** 2 hours +**Owner:** QA team +**Deadline:** Next release (February) + +--- + +## Recommendations + +### 1. Add Bio Field Tests + +**Tests Needed (Vanilla Playwright):** +```typescript +// tests/e2e/profile-edit.spec.ts +test('should edit bio field', async ({ page }) => { + await page.goto('/profile'); + await page.getByRole('button', { name: 'Edit' }).click(); + await page.getByLabel('Bio').fill('New bio text'); + await page.getByRole('button', { name: 'Save' }).click(); + await expect(page.getByText('New bio text')).toBeVisible(); +}); + +// tests/api/profile.spec.ts +test('should update bio via API', async ({ request }) => { + const response = await request.patch('/api/profile', { + data: { bio: 'Updated bio' } + }); + expect(response.ok()).toBeTruthy(); + const { bio } = await response.json(); + expect(bio).toBe('Updated bio'); +}); +``` + +**With Playwright Utils:** +```typescript +// tests/e2e/profile-edit.spec.ts +import { test } from '../support/fixtures'; // Composed with authToken + +test('should edit bio field', async ({ page, authToken }) => { + await page.goto('/profile'); + await page.getByRole('button', { name: 'Edit' }).click(); + await page.getByLabel('Bio').fill('New bio text'); + await page.getByRole('button', { name: 'Save' }).click(); + await expect(page.getByText('New bio text')).toBeVisible(); +}); + +// tests/api/profile.spec.ts +import { test as base, expect } from '@playwright/test'; +import { test as apiRequestFixture } from '@seontechnologies/playwright-utils/api-request/fixtures'; +import { createAuthFixtures } from '@seontechnologies/playwright-utils/auth-session'; +import { mergeTests } from '@playwright/test'; + +// Merge API request + auth fixtures +const authFixtureTest = base.extend(createAuthFixtures()); +const test = mergeTests(apiRequestFixture, authFixtureTest); + +test('should update bio via API', async ({ apiRequest, authToken }) => { + const { status, body } = await apiRequest({ + method: 'PATCH', + path: '/api/profile', + body: { bio: 'Updated bio' }, + headers: { Authorization: `Bearer ${authToken}` } + }); + + expect(status).toBe(200); + expect(body.bio).toBe('Updated bio'); +}); +``` + +**Note:** `authToken` requires auth-session fixture setup. See [Integrate Playwright Utils](/docs/how-to/customization/integrate-playwright-utils.md#auth-session). + +### 2. Add Avatar Upload Tests + +**Tests Needed:** +```typescript +// tests/e2e/profile-edit.spec.ts +test('should upload avatar image', async ({ page }) => { + await page.goto('/profile'); + await page.getByRole('button', { name: 'Edit' }).click(); + + // Upload file + await page.setInputFiles('[type="file"]', 'fixtures/avatar.png'); + await page.getByRole('button', { name: 'Save' }).click(); + + // Verify uploaded image displays + await expect(page.locator('img[alt="Profile avatar"]')).toBeVisible(); +}); + +// tests/api/profile.spec.ts +import { test, expect } from '@playwright/test'; +import fs from 'fs/promises'; + +test('should accept valid image upload', async ({ request }) => { + const response = await request.post('/api/profile/avatar', { + multipart: { + file: { + name: 'avatar.png', + mimeType: 'image/png', + buffer: await fs.readFile('fixtures/avatar.png') + } + } + }); + expect(response.ok()).toBeTruthy(); +}); +``` + +--- + +## Next Steps + +After reviewing traceability: + +1. **Fix critical gaps** - Add tests for P0/P1 requirements +2. **Run *test-review** - Ensure new tests meet quality standards +3. **Run Phase 2** - Make gate decision after gaps addressed +``` + +--- + +## Phase 2: Quality Gate Decision + +After Phase 1 coverage analysis is complete, run Phase 2 for the gate decision. + +**Prerequisites:** +- Phase 1 traceability matrix complete +- Test execution results available (must have test results) + +**Note:** Phase 2 will skip if test execution results aren't provided. The workflow requires actual test run results to make gate decisions. + +### 7. Run Phase 2 + +``` +*trace +``` + +Select "Phase 2: Quality Gate Decision" + +### 8. Provide Additional Context + +TEA will ask for: + +**Gate Type:** +- Story gate (small release) +- Epic gate (larger release) +- Release gate (production deployment) +- Hotfix gate (emergency fix) + +**Decision Mode:** +- **Deterministic** - Rule-based (coverage %, quality scores) +- **Manual** - Team decision with TEA guidance + +**Example:** +``` +Gate type: Epic gate +Decision mode: Deterministic +``` + +### 9. Provide Supporting Evidence + +TEA will request: + +**Phase 1 Results:** +``` +traceability-matrix.md (from Phase 1) +``` + +**Test Quality (Optional):** +``` +test-review.md (from *test-review) +``` + +**NFR Assessment (Optional):** +``` +nfr-assessment.md (from *nfr-assess) +``` + +### 10. Review Gate Decision + +TEA makes evidence-based gate decision and writes to separate file. + +#### Gate Decision (`gate-decision-{gate_type}-{story_id}.md`): + +```markdown +--- + +# Phase 2: Quality Gate Decision + +**Gate Type:** Epic Gate +**Decision:** PASS ✅ +**Date:** 2026-01-13 +**Approvers:** Product Manager, Tech Lead, QA Lead + +## Decision Summary + +**Verdict:** Ready to release + +**Evidence:** +- P0 coverage: 100% (5/5 requirements) +- P1 coverage: 100% (6/6 requirements) +- P2 coverage: 33% (1/3 requirements) - acceptable +- Test quality score: 84/100 +- NFR assessment: PASS + +## Coverage Analysis + +| Priority | Required Coverage | Actual Coverage | Status | +| -------- | ----------------- | --------------- | --------------------- | +| **P0** | 100% | 100% | ✅ PASS | +| **P1** | 90% | 100% | ✅ PASS | +| **P2** | 50% | 33% | ⚠️ Below (acceptable) | +| **P3** | 20% | 0% | ✅ PASS (low priority) | + +**Rationale:** +- All critical path (P0) requirements fully tested +- All high-value (P1) requirements fully tested +- P2 gap (profile export) is low risk and deferred to next release + +## Quality Metrics + +| Metric | Threshold | Actual | Status | +| ------------------ | --------- | ------ | ------ | +| P0/P1 Coverage | >95% | 100% | ✅ | +| Test Quality Score | >80 | 84 | ✅ | +| NFR Status | PASS | PASS | ✅ | + +## Risks and Mitigations + +### Accepted Risks + +**Risk 1: Profile export not tested (P2)** +- **Impact:** Medium (users can't export profile) +- **Mitigation:** Feature flag disabled by default +- **Plan:** Add tests in v1.3 release (February) +- **Monitoring:** Track feature flag usage + +## Approvals + +- [x] **Product Manager** - Business requirements met (Approved: 2026-01-13) +- [x] **Tech Lead** - Technical quality acceptable (Approved: 2026-01-13) +- [x] **QA Lead** - Test coverage sufficient (Approved: 2026-01-13) + +## Next Steps + +### Deployment +1. Merge to main branch +2. Deploy to staging +3. Run smoke tests in staging +4. Deploy to production +5. Monitor for 24 hours + +### Monitoring +- Set alerts for profile endpoint (P99 > 200ms) +- Track error rates (target: <0.1%) +- Monitor profile export feature flag usage + +### Future Work +- Add profile export tests (v1.3) +- Expand P2 coverage to 50% +``` + +### Gate Decision Rules + +TEA uses deterministic rules when decision_mode = "deterministic": + +| P0 Coverage | P1 Coverage | Overall Coverage | Decision | +| ----------- | ----------- | ---------------- | ---------------------------- | +| 100% | ≥90% | ≥80% | **PASS** ✅ | +| 100% | 80-89% | ≥80% | **CONCERNS** ⚠️ | +| <100% | Any | Any | **FAIL** ❌ | +| Any | <80% | Any | **FAIL** ❌ | +| Any | Any | <80% | **FAIL** ❌ | +| Any | Any | Any | **WAIVED** ⏭️ (with approval) | + +**Detailed Rules:** +- **PASS:** P0=100%, P1≥90%, Overall≥80% +- **CONCERNS:** P0=100%, P1 80-89%, Overall≥80% (below threshold but not critical) +- **FAIL:** P0<100% OR P1<80% OR Overall<80% (critical gaps) + +**PASS** ✅: All criteria met, ready to release + +**CONCERNS** ⚠️: Some criteria not met, but: +- Mitigation plan exists +- Risk is acceptable +- Team approves proceeding +- Monitoring in place + +**FAIL** ❌: Critical criteria not met: +- P0 requirements not tested +- Critical security vulnerabilities +- System is broken +- Cannot deploy + +**WAIVED** ⏭️: Business approves proceeding despite concerns: +- Documented business justification +- Accepted risks quantified +- Approver signatures +- Future plans documented + +### Example CONCERNS Decision + +```markdown +## Decision Summary + +**Verdict:** CONCERNS ⚠️ - Proceed with monitoring + +**Evidence:** +- P0 coverage: 100% +- P1 coverage: 85% (below 90% target) +- Test quality: 78/100 (below 80 target) + +**Gaps:** +- 1 P1 requirement not tested (avatar upload) +- Test quality score slightly below threshold + +**Mitigation:** +- Avatar upload not critical for v1.2 launch +- Test quality issues are minor (no flakiness) +- Monitoring alerts configured + +**Approvals:** +- Product Manager: APPROVED (business priority to launch) +- Tech Lead: APPROVED (technical risk acceptable) +``` + +### Example FAIL Decision + +```markdown +## Decision Summary + +**Verdict:** FAIL ❌ - Cannot release + +**Evidence:** +- P0 coverage: 60% (below 95% threshold) +- Critical security vulnerability (CVE-2024-12345) +- Test quality: 55/100 + +**Blockers:** +1. **Login flow not tested** (P0 requirement) + - Critical path completely untested + - Must add E2E and API tests + +2. **SQL injection vulnerability** + - Critical security issue + - Must fix before deployment + +**Actions Required:** +1. Add login tests (QA team, 2 days) +2. Fix SQL injection (backend team, 1 day) +3. Re-run security scan (DevOps, 1 hour) +4. Re-run *trace after fixes + +**Cannot proceed until all blockers resolved.** +``` + +## What You Get + +### Phase 1: Traceability Matrix +- Requirement-to-test mapping +- Coverage classification (FULL/PARTIAL/NONE) +- Gap identification with priorities +- Actionable recommendations + +### Phase 2: Gate Decision +- Go/no-go verdict (PASS/CONCERNS/FAIL/WAIVED) +- Evidence summary +- Approval signatures +- Next steps and monitoring plan + +## Usage Patterns + +### Greenfield Projects + +**Phase 3:** +``` +After architecture complete: +1. Run *test-design (system-level) +2. Run *trace Phase 1 (baseline) +3. Use for implementation-readiness gate +``` + +**Phase 4:** +``` +After each epic/story: +1. Run *trace Phase 1 (refresh coverage) +2. Identify gaps +3. Add missing tests +``` + +**Release Gate:** +``` +Before deployment: +1. Run *trace Phase 1 (final coverage check) +2. Run *trace Phase 2 (make gate decision) +3. Get approvals +4. Deploy (if PASS or WAIVED) +``` + +### Brownfield Projects + +**Phase 2:** +``` +Before planning new work: +1. Run *trace Phase 1 (establish baseline) +2. Understand existing coverage +3. Plan testing strategy +``` + +**Phase 4:** +``` +After each epic/story: +1. Run *trace Phase 1 (refresh) +2. Compare to baseline +3. Track coverage improvement +``` + +**Release Gate:** +``` +Before deployment: +1. Run *trace Phase 1 (final check) +2. Run *trace Phase 2 (gate decision) +3. Compare to baseline +4. Deploy if coverage maintained or improved +``` + +## Tips + +### Run Phase 1 Frequently + +Don't wait until release gate: + +``` +After Story 1: *trace Phase 1 (identify gaps early) +After Story 2: *trace Phase 1 (refresh) +After Story 3: *trace Phase 1 (refresh) +Before Release: *trace Phase 1 + Phase 2 (final gate) +``` + +**Benefit:** Catch gaps early when they're cheap to fix. + +### Use Coverage Trends + +Track improvement over time: + +```markdown +## Coverage Trend + +| Date | Epic | P0/P1 Coverage | Quality Score | Status | +| ---------- | -------- | -------------- | ------------- | -------------- | +| 2026-01-01 | Baseline | 45% | - | Starting point | +| 2026-01-08 | Epic 1 | 78% | 72 | Improving | +| 2026-01-15 | Epic 2 | 92% | 84 | Near target | +| 2026-01-20 | Epic 3 | 100% | 88 | Ready! | +``` + +### Set Coverage Targets by Priority + +Don't aim for 100% across all priorities: + +**Recommended Targets:** +- **P0:** 100% (critical path must be tested) +- **P1:** 90% (high-value scenarios) +- **P2:** 50% (nice-to-have features) +- **P3:** 20% (low-value edge cases) + +### Use Classification Strategically + +**FULL** ✅: Requirement completely tested +- E2E test covers full user workflow +- API test validates backend behavior +- All acceptance criteria covered + +**PARTIAL** ⚠️: Some aspects tested +- E2E test exists but missing scenarios +- API test exists but incomplete +- Some acceptance criteria not covered + +**NONE** ❌: No tests exist +- Requirement identified but not tested +- May be intentional (low priority) or oversight + +**Classification helps prioritize:** +- Fix NONE coverage for P0/P1 requirements first +- Enhance PARTIAL coverage for P0 requirements +- Accept PARTIAL or NONE for P2/P3 if time-constrained + +### Automate Gate Decisions + +Use traceability in CI: + +```yaml +# .github/workflows/gate-check.yml +- name: Check coverage + run: | + # Run trace Phase 1 + # Parse coverage percentages + if [ $P0_COVERAGE -lt 95 ]; then + echo "P0 coverage below 95%" + exit 1 + fi +``` + +### Document Waivers Clearly + +If proceeding with WAIVED: + +**Required:** +```markdown +## Waiver Documentation + +**Waived By:** VP Engineering, Product Lead +**Date:** 2026-01-15 +**Gate Type:** Release Gate v1.2 + +**Justification:** +Business critical to launch by Q1 for investor demo. +Performance concerns acceptable for initial user base. + +**Conditions:** +- Set monitoring alerts for P99 > 300ms +- Plan optimization for v1.3 (due February 28) +- Monitor user feedback closely + +**Accepted Risks:** +- 1% of users may experience 350ms latency +- Avatar upload feature incomplete +- Profile export deferred to next release + +**Quantified Impact:** +- Affects <100 users at current scale +- Workaround exists (manual export) +- Monitoring will catch issues early + +**Approvals:** +- VP Engineering: [Signature] Date: 2026-01-15 +- Product Lead: [Signature] Date: 2026-01-15 +- QA Lead: [Signature] Date: 2026-01-15 +``` + +## Common Issues + +### Too Many Gaps to Fix + +**Problem:** Phase 1 shows 50 uncovered requirements. + +**Solution:** Prioritize ruthlessly: +1. Fix all P0 gaps (critical path) +2. Fix high-risk P1 gaps +3. Accept low-risk P1 gaps with mitigation +4. Defer all P2/P3 gaps + +**Don't try to fix everything** - focus on what matters for release. + +### Can't Find Test Coverage + +**Problem:** Tests exist but TEA can't map them to requirements. + +**Cause:** Tests don't reference requirements. + +**Solution:** Add traceability comments: +```typescript +test('should display profile', async ({ page }) => { + // Covers: Requirement 1 - User can view profile + // Acceptance criteria: Navigate to /profile, see name/email + await page.goto('/profile'); + await expect(page.getByText('Test User')).toBeVisible(); +}); +``` + +Or use test IDs: +```typescript +test('[REQ-1] should display profile', async ({ page }) => { + // Test code... +}); +``` + +### Unclear What "FULL" vs "PARTIAL" Means + +**FULL** ✅: All acceptance criteria tested +``` +Requirement: User can edit profile +Acceptance criteria: + - Can modify name ✅ Tested + - Can modify email ✅ Tested + - Can upload avatar ✅ Tested + - Changes persist ✅ Tested +Result: FULL coverage +``` + +**PARTIAL** ⚠️: Some criteria tested, some not +``` +Requirement: User can edit profile +Acceptance criteria: + - Can modify name ✅ Tested + - Can modify email ✅ Tested + - Can upload avatar ❌ Not tested + - Changes persist ✅ Tested +Result: PARTIAL coverage (3/4 criteria) +``` + +### Gate Decision Unclear + +**Problem:** Not sure if PASS or CONCERNS is appropriate. + +**Guideline:** + +**Use PASS** ✅ if: +- All P0 requirements 100% covered +- P1 requirements >90% covered +- No critical issues +- NFRs met + +**Use CONCERNS** ⚠️ if: +- P1 coverage 85-90% (close to threshold) +- Minor quality issues (score 70-79) +- NFRs have mitigation plans +- Team agrees risk is acceptable + +**Use FAIL** ❌ if: +- P0 coverage <100% (critical path gaps) +- P1 coverage <85% +- Critical security/performance issues +- No mitigation possible + +**When in doubt, use CONCERNS** and document the risk. + +## Related Guides + +- [How to Run Test Design](/docs/how-to/workflows/run-test-design.md) - Provides requirements for traceability +- [How to Run Test Review](/docs/how-to/workflows/run-test-review.md) - Quality scores feed gate +- [How to Run NFR Assessment](/docs/how-to/workflows/run-nfr-assess.md) - NFR status feeds gate + +## Understanding the Concepts + +- [Risk-Based Testing](/docs/explanation/tea/risk-based-testing.md) - Why P0 vs P3 matters +- [TEA Overview](/docs/explanation/features/tea-overview.md) - Gate decisions in context + +## Reference + +- [Command: *trace](/docs/reference/tea/commands.md#trace) - Full command reference +- [TEA Configuration](/docs/reference/tea/configuration.md) - Config options + +--- + +Generated with [BMad Method](https://bmad-method.org) - TEA (Test Architect) diff --git a/docs/how-to/workflows/setup-ci.md b/docs/how-to/workflows/setup-ci.md new file mode 100644 index 00000000..7f64ae56 --- /dev/null +++ b/docs/how-to/workflows/setup-ci.md @@ -0,0 +1,712 @@ +--- +title: "How to Set Up CI Pipeline with TEA" +description: Configure automated test execution with selective testing and burn-in loops using TEA +--- + +# How to Set Up CI Pipeline with TEA + +Use TEA's `*ci` workflow to scaffold production-ready CI/CD configuration for automated test execution with selective testing, parallel sharding, and flakiness detection. + +## When to Use This + +- Need to automate test execution in CI/CD +- Want selective testing (only run affected tests) +- Need parallel execution for faster feedback +- Want burn-in loops for flakiness detection +- Setting up new CI/CD pipeline +- Optimizing existing CI/CD workflow + +## Prerequisites + +- BMad Method installed +- TEA agent available +- Test framework configured (run `*framework` first) +- Tests written (have something to run in CI) +- CI/CD platform access (GitHub Actions, GitLab CI, etc.) + +## Steps + +### 1. Load TEA Agent + +Start a fresh chat and load TEA: + +``` +*tea +``` + +### 2. Run the CI Workflow + +``` +*ci +``` + +### 3. Select CI/CD Platform + +TEA will ask which platform you're using. + +**Supported Platforms:** +- **GitHub Actions** (most common) +- **GitLab CI** +- **Circle CI** +- **Jenkins** +- **Other** (TEA provides generic template) + +**Example:** +``` +GitHub Actions +``` + +### 4. Configure Test Strategy + +TEA will ask about your test execution strategy. + +#### Repository Structure + +**Question:** "What's your repository structure?" + +**Options:** +- **Single app** - One application in root +- **Monorepo** - Multiple apps/packages +- **Monorepo with affected detection** - Only test changed packages + +**Example:** +``` +Monorepo with multiple apps +Need selective testing for changed packages only +``` + +#### Parallel Execution + +**Question:** "Want to shard tests for parallel execution?" + +**Options:** +- **No sharding** - Run tests sequentially +- **Shard by workers** - Split across N workers +- **Shard by file** - Each file runs in parallel + +**Example:** +``` +Yes, shard across 4 workers for faster execution +``` + +**Why Shard?** +- **4 workers:** 20-minute suite → 5 minutes +- **Better resource usage:** Utilize CI runners efficiently +- **Faster feedback:** Developers wait less + +#### Burn-In Loops + +**Question:** "Want burn-in loops for flakiness detection?" + +**Options:** +- **No burn-in** - Run tests once +- **PR burn-in** - Run tests multiple times on PRs +- **Nightly burn-in** - Dedicated flakiness detection job + +**Example:** +``` +Yes, run tests 5 times on PRs to catch flaky tests early +``` + +**Why Burn-In?** +- Catches flaky tests before they merge +- Prevents intermittent CI failures +- Builds confidence in test suite + +### 5. Review Generated CI Configuration + +TEA generates platform-specific workflow files. + +#### GitHub Actions (`.github/workflows/test.yml`): + +```yaml +name: Test Suite + +on: + pull_request: + push: + branches: [main, develop] + schedule: + - cron: '0 2 * * *' # Nightly at 2 AM + +jobs: + # Main test job with sharding + test: + name: Test (Shard ${{ matrix.shard }}) + runs-on: ubuntu-latest + timeout-minutes: 15 + + strategy: + fail-fast: false + matrix: + shard: [1, 2, 3, 4] + + steps: + - name: Checkout code + uses: actions/checkout@v4 + + - name: Setup Node.js + uses: actions/setup-node@v4 + with: + node-version-file: '.nvmrc' + cache: 'npm' + + - name: Install dependencies + run: npm ci + + - name: Install Playwright browsers + run: npx playwright install --with-deps + + - name: Run tests + run: npx playwright test --shard=${{ matrix.shard }}/4 + + - name: Upload test results + if: always() + uses: actions/upload-artifact@v4 + with: + name: test-results-${{ matrix.shard }} + path: test-results/ + retention-days: 7 + + - name: Upload test report + if: always() + uses: actions/upload-artifact@v4 + with: + name: playwright-report-${{ matrix.shard }} + path: playwright-report/ + retention-days: 7 + + # Burn-in job for flakiness detection (PRs only) + burn-in: + name: Burn-In (Flakiness Detection) + runs-on: ubuntu-latest + if: github.event_name == 'pull_request' + timeout-minutes: 30 + + steps: + - name: Checkout code + uses: actions/checkout@v4 + + - name: Setup Node.js + uses: actions/setup-node@v4 + with: + node-version-file: '.nvmrc' + cache: 'npm' + + - name: Install dependencies + run: npm ci + + - name: Install Playwright browsers + run: npx playwright install --with-deps + + - name: Run burn-in loop + run: | + for i in {1..5}; do + echo "=== Burn-in iteration $i/5 ===" + npx playwright test --grep-invert "@skip" || exit 1 + done + + - name: Upload burn-in results + if: failure() + uses: actions/upload-artifact@v4 + with: + name: burn-in-failures + path: test-results/ + + # Selective testing (changed files only) + selective: + name: Selective Tests + runs-on: ubuntu-latest + if: github.event_name == 'pull_request' + + steps: + - name: Checkout code + uses: actions/checkout@v4 + with: + fetch-depth: 0 # Full history for git diff + + - name: Setup Node.js + uses: actions/setup-node@v4 + with: + node-version-file: '.nvmrc' + cache: 'npm' + + - name: Install dependencies + run: npm ci + + - name: Install Playwright browsers + run: npx playwright install --with-deps + + - name: Run selective tests + run: npm run test:changed +``` + +#### GitLab CI (`.gitlab-ci.yml`): + +```yaml +variables: + NODE_VERSION: "18" + +stages: + - test + - burn-in + +# Test job with parallel execution +test: + stage: test + image: node:$NODE_VERSION + parallel: 4 + script: + - npm ci + - npx playwright install --with-deps + - npx playwright test --shard=$CI_NODE_INDEX/$CI_NODE_TOTAL + artifacts: + when: always + paths: + - test-results/ + - playwright-report/ + expire_in: 7 days + rules: + - if: $CI_PIPELINE_SOURCE == "merge_request_event" + - if: $CI_COMMIT_BRANCH == $CI_DEFAULT_BRANCH + +# Burn-in job for flakiness detection +burn-in: + stage: burn-in + image: node:$NODE_VERSION + script: + - npm ci + - npx playwright install --with-deps + - | + for i in {1..5}; do + echo "=== Burn-in iteration $i/5 ===" + npx playwright test || exit 1 + done + artifacts: + when: on_failure + paths: + - test-results/ + rules: + - if: $CI_PIPELINE_SOURCE == "merge_request_event" +``` + +#### Burn-In Testing + +**Option 1: Classic Burn-In (Playwright Built-In)** + +```json +{ + "scripts": { + "test": "playwright test", + "test:burn-in": "playwright test --repeat-each=5 --retries=0" + } +} +``` + +**How it works:** +- Runs every test 5 times +- Fails if any iteration fails +- Detects flakiness before merge + +**Use when:** Small test suite, want to run everything multiple times + +--- + +**Option 2: Smart Burn-In (Playwright Utils)** + +If `tea_use_playwright_utils: true`: + +**scripts/burn-in-changed.ts:** +```typescript +import { runBurnIn } from '@seontechnologies/playwright-utils/burn-in'; + +await runBurnIn({ + configPath: 'playwright.burn-in.config.ts', + baseBranch: 'main' +}); +``` + +**playwright.burn-in.config.ts:** +```typescript +import type { BurnInConfig } from '@seontechnologies/playwright-utils/burn-in'; + +const config: BurnInConfig = { + skipBurnInPatterns: ['**/config/**', '**/*.md', '**/*types*'], + burnInTestPercentage: 0.3, + burnIn: { repeatEach: 5, retries: 0 } +}; + +export default config; +``` + +**package.json:** +```json +{ + "scripts": { + "test:burn-in": "tsx scripts/burn-in-changed.ts" + } +} +``` + +**How it works:** +- Git diff analysis (only affected tests) +- Smart filtering (skip configs, docs, types) +- Volume control (run 30% of affected tests) +- Each test runs 5 times + +**Use when:** Large test suite, want intelligent selection + +--- + +**Comparison:** + +| Feature | Classic Burn-In | Smart Burn-In (PW-Utils) | +|---------|----------------|--------------------------| +| Changed 1 file | Runs all 500 tests × 5 = 2500 runs | Runs 3 affected tests × 5 = 15 runs | +| Config change | Runs all tests | Skips (no tests affected) | +| Type change | Runs all tests | Skips (no runtime impact) | +| Setup | Zero config | Requires config file | + +**Recommendation:** Start with classic (simple), upgrade to smart (faster) when suite grows. + +### 6. Configure Secrets + +TEA provides a secrets checklist. + +**Required Secrets** (add to CI/CD platform): + +```markdown +## GitHub Actions Secrets + +Repository Settings → Secrets and variables → Actions + +### Required +- None (tests run without external auth) + +### Optional +- `TEST_USER_EMAIL` - Test user credentials +- `TEST_USER_PASSWORD` - Test user password +- `API_BASE_URL` - API endpoint for tests +- `DATABASE_URL` - Test database (if needed) +``` + +**How to Add Secrets:** + +**GitHub Actions:** +1. Go to repo Settings → Secrets → Actions +2. Click "New repository secret" +3. Add name and value +4. Use in workflow: `${{ secrets.TEST_USER_EMAIL }}` + +**GitLab CI:** +1. Go to Project Settings → CI/CD → Variables +2. Add variable name and value +3. Use in workflow: `$TEST_USER_EMAIL` + +### 7. Test the CI Pipeline + +#### Push and Verify + +**Commit the workflow file:** +```bash +git add .github/workflows/test.yml +git commit -m "ci: add automated test pipeline" +git push +``` + +**Watch the CI run:** +- GitHub Actions: Go to Actions tab +- GitLab CI: Go to CI/CD → Pipelines +- Circle CI: Go to Pipelines + +**Expected Result:** +``` +✓ test (shard 1/4) - 3m 24s +✓ test (shard 2/4) - 3m 18s +✓ test (shard 3/4) - 3m 31s +✓ test (shard 4/4) - 3m 15s +✓ burn-in - 15m 42s +``` + +#### Test on Pull Request + +**Create test PR:** +```bash +git checkout -b test-ci-setup +echo "# Test" > test.md +git add test.md +git commit -m "test: verify CI setup" +git push -u origin test-ci-setup +``` + +**Open PR and verify:** +- Tests run automatically +- Burn-in runs (if configured for PRs) +- Selective tests run (if applicable) +- All checks pass ✓ + +## What You Get + +### Automated Test Execution +- **On every PR** - Catch issues before merge +- **On every push to main** - Protect production +- **Nightly** - Comprehensive regression testing + +### Parallel Execution +- **4x faster feedback** - Shard across multiple workers +- **Efficient resource usage** - Maximize CI runner utilization + +### Selective Testing +- **Run only affected tests** - Git diff-based selection +- **Faster PR feedback** - Don't run entire suite every time + +### Flakiness Detection +- **Burn-in loops** - Run tests multiple times +- **Early detection** - Catch flaky tests in PRs +- **Confidence building** - Know tests are reliable + +### Artifact Collection +- **Test results** - Saved for 7 days +- **Screenshots** - On test failures +- **Videos** - Full test recordings +- **Traces** - Playwright trace files for debugging + +## Tips + +### Start Simple, Add Complexity + +**Week 1:** Basic pipeline +```yaml +- Run tests on PR +- Single worker (no sharding) +``` + +**Week 2:** Add parallelization +```yaml +- Shard across 4 workers +- Faster feedback +``` + +**Week 3:** Add selective testing +```yaml +- Git diff-based selection +- Skip unaffected tests +``` + +**Week 4:** Add burn-in +```yaml +- Detect flaky tests +- Run on PR and nightly +``` + +### Optimize for Feedback Speed + +**Goal:** PR feedback in < 5 minutes + +**Strategies:** +- Shard tests across workers (4 workers = 4x faster) +- Use selective testing (run 20% of tests, not 100%) +- Cache dependencies (`actions/cache`, `cache: 'npm'`) +- Run smoke tests first, full suite after + +**Example fast workflow:** +```yaml +jobs: + smoke: + # Run critical path tests (2 min) + run: npm run test:smoke + + full: + needs: smoke + # Run full suite only if smoke passes (10 min) + run: npm test +``` + +### Use Test Tags + +Tag tests for selective execution: + +```typescript +// Critical path tests (always run) +test('@critical should login', async ({ page }) => { }); + +// Smoke tests (run first) +test('@smoke should load homepage', async ({ page }) => { }); + +// Slow tests (run nightly only) +test('@slow should process large file', async ({ page }) => { }); + +// Skip in CI +test('@local-only should use local service', async ({ page }) => { }); +``` + +**In CI:** +```bash +# PR: Run critical and smoke only +npx playwright test --grep "@critical|@smoke" + +# Nightly: Run everything except local-only +npx playwright test --grep-invert "@local-only" +``` + +### Monitor CI Performance + +Track metrics: + +```markdown +## CI Metrics + +| Metric | Target | Current | Status | +|--------|--------|---------|--------| +| PR feedback time | < 5 min | 3m 24s | ✅ | +| Full suite time | < 15 min | 12m 18s | ✅ | +| Flakiness rate | < 1% | 0.3% | ✅ | +| CI cost/month | < $100 | $75 | ✅ | +``` + +### Handle Flaky Tests + +When burn-in detects flakiness: + +1. **Quarantine flaky test:** +```typescript +test.skip('flaky test - investigating', async ({ page }) => { + // TODO: Fix flakiness +}); +``` + +2. **Investigate with trace viewer:** +```bash +npx playwright show-trace test-results/trace.zip +``` + +3. **Fix root cause:** +- Add network-first patterns +- Remove hard waits +- Fix race conditions + +4. **Verify fix:** +```bash +npm run test:burn-in -- tests/flaky.spec.ts --repeat 20 +``` + +### Secure Secrets + +**Don't commit secrets to code:** +```yaml +# ❌ Bad +- run: API_KEY=sk-1234... npm test + +# ✅ Good +- run: npm test + env: + API_KEY: ${{ secrets.API_KEY }} +``` + +**Use environment-specific secrets:** +- `STAGING_API_URL` +- `PROD_API_URL` +- `TEST_API_URL` + +### Cache Aggressively + +Speed up CI with caching: + +```yaml +# Cache node_modules +- uses: actions/setup-node@v4 + with: + cache: 'npm' + +# Cache Playwright browsers +- name: Cache Playwright browsers + uses: actions/cache@v4 + with: + path: ~/.cache/ms-playwright + key: playwright-${{ hashFiles('package-lock.json') }} +``` + +## Common Issues + +### Tests Pass Locally, Fail in CI + +**Symptoms:** +- Green locally, red in CI +- "Works on my machine" + +**Common Causes:** +- Different Node version +- Different browser version +- Missing environment variables +- Timezone differences +- Race conditions (CI slower) + +**Solutions:** +```yaml +# Pin Node version +- uses: actions/setup-node@v4 + with: + node-version-file: '.nvmrc' + +# Pin browser versions +- run: npx playwright install --with-deps chromium@1.40.0 + +# Set timezone + env: + TZ: 'America/New_York' +``` + +### CI Takes Too Long + +**Problem:** CI takes 30+ minutes, developers wait too long. + +**Solutions:** +1. **Shard tests:** 4 workers = 4x faster +2. **Selective testing:** Only run affected tests on PR +3. **Smoke tests first:** Run critical path (2 min), full suite after +4. **Cache dependencies:** `npm ci` with cache +5. **Optimize tests:** Remove slow tests, hard waits + +### Burn-In Always Fails + +**Problem:** Burn-in job fails every time. + +**Cause:** Test suite is flaky. + +**Solution:** +1. Identify flaky tests (check which iteration fails) +2. Fix flaky tests using `*test-review` +3. Re-run burn-in on specific files: +```bash +npm run test:burn-in tests/flaky.spec.ts +``` + +### Out of CI Minutes + +**Problem:** Using too many CI minutes, hitting plan limit. + +**Solutions:** +1. Run full suite only on main branch +2. Use selective testing on PRs +3. Run expensive tests nightly only +4. Self-host runners (for GitHub Actions) + +## Related Guides + +- [How to Set Up Test Framework](/docs/how-to/workflows/setup-test-framework.md) - Run first +- [How to Run Test Review](/docs/how-to/workflows/run-test-review.md) - Audit CI tests +- [Integrate Playwright Utils](/docs/how-to/customization/integrate-playwright-utils.md) - Burn-in utility + +## Understanding the Concepts + +- [Test Quality Standards](/docs/explanation/tea/test-quality-standards.md) - Why determinism matters +- [Network-First Patterns](/docs/explanation/tea/network-first-patterns.md) - Avoid CI flakiness + +## Reference + +- [Command: *ci](/docs/reference/tea/commands.md#ci) - Full command reference +- [TEA Configuration](/docs/reference/tea/configuration.md) - CI-related config options + +--- + +Generated with [BMad Method](https://bmad-method.org) - TEA (Test Architect) diff --git a/docs/reference/glossary/index.md b/docs/reference/glossary/index.md index 6e4d4586..10624030 100644 --- a/docs/reference/glossary/index.md +++ b/docs/reference/glossary/index.md @@ -6,117 +6,154 @@ Terminology reference for the BMad Method. ## Core Concepts -| Term | Definition | -|------|------------| -| **Agent** | Specialized AI persona with specific expertise (PM, Architect, SM, DEV, TEA) that guides users through workflows and creates deliverables. | -| **BMad** | Breakthrough Method of Agile AI Driven Development — AI-driven agile framework with specialized agents, guided workflows, and scale-adaptive intelligence. | -| **BMad Method** | Complete methodology for AI-assisted software development, encompassing planning, architecture, implementation, and quality assurance workflows that adapt to project complexity. | -| **BMM** | BMad Method Module — core orchestration system providing comprehensive lifecycle management through specialized agents and workflows. | -| **Scale-Adaptive System** | Intelligent workflow orchestration that adjusts planning depth and documentation requirements based on project needs through three planning tracks. | -| **Workflow** | Multi-step guided process that orchestrates AI agent activities to produce specific deliverables. Workflows are interactive and adapt to user context. | +| Term | Definition | +| ------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| **Agent** | Specialized AI persona with specific expertise (PM, Architect, SM, DEV, TEA) that guides users through workflows and creates deliverables. | +| **BMad** | Breakthrough Method of Agile AI-Driven Development — AI-driven agile framework with specialized agents, guided workflows, and scale-adaptive intelligence. | +| **BMad Method** | Complete methodology for AI-assisted software development, encompassing planning, architecture, implementation, and quality assurance workflows that adapt to project complexity. | +| **BMM** | BMad Method Module — core orchestration system providing comprehensive lifecycle management through specialized agents and workflows. | +| **Scale-Adaptive System** | Intelligent workflow orchestration that adjusts planning depth and documentation requirements based on project needs through three planning tracks. | +| **Workflow** | Multi-step guided process that orchestrates AI agent activities to produce specific deliverables. Workflows are interactive and adapt to user context. | ## Scale and Complexity -| Term | Definition | -|------|------------| -| **BMad Method Track** | Full product planning track using PRD + Architecture + UX. Best for products, platforms, and complex features. Typical range: 10-50+ stories. | +| Term | Definition | +| --------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| **BMad Method Track** | Full product planning track using PRD + Architecture + UX. Best for products, platforms, and complex features. Typical range: 10-50+ stories. | | **Enterprise Method Track** | Extended planning track adding Security Architecture, DevOps Strategy, and Test Strategy. Best for compliance needs and multi-tenant systems. Typical range: 30+ stories. | -| **Planning Track** | Methodology path (Quick Flow, BMad Method, or Enterprise) chosen based on planning needs and complexity, not story count alone. | -| **Quick Flow Track** | Fast implementation track using tech-spec only. Best for bug fixes, small features, and clear-scope changes. Typical range: 1-15 stories. | +| **Planning Track** | Methodology path (Quick Flow, BMad Method, or Enterprise) chosen based on planning needs and complexity, not story count alone. | +| **Quick Flow Track** | Fast implementation track using tech-spec only. Best for bug fixes, small features, and clear-scope changes. Typical range: 1-15 stories. | ## Planning Documents -| Term | Definition | -|------|------------| +| Term | Definition | +| ------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------- | | **Architecture Document** | *BMad Method/Enterprise.* System-wide design document defining structure, components, data models, integration patterns, security, and deployment. | -| **Epics** | High-level feature groupings containing multiple related stories. Typically 5-15 stories each representing cohesive functionality. | -| **Game Brief** | *BMGD.* Document capturing game's core vision, pillars, target audience, and scope. Foundation for the GDD. | -| **GDD** | *BMGD.* Game Design Document — comprehensive document detailing all aspects of game design: mechanics, systems, content, and more. | -| **PRD** | *BMad Method/Enterprise.* Product Requirements Document containing vision, goals, FRs, NFRs, and success criteria. Focuses on WHAT to build. | -| **Product Brief** | *Phase 1.* Optional strategic document capturing product vision, market context, and high-level requirements before detailed planning. | -| **Tech-Spec** | *Quick Flow only.* Comprehensive technical plan with problem statement, solution approach, file-level changes, and testing strategy. | +| **Epics** | High-level feature groupings containing multiple related stories. Typically 5-15 stories each representing cohesive functionality. | +| **Game Brief** | *BMGD.* Document capturing game's core vision, pillars, target audience, and scope. Foundation for the GDD. | +| **GDD** | *BMGD.* Game Design Document — comprehensive document detailing all aspects of game design: mechanics, systems, content, and more. | +| **PRD** | *BMad Method/Enterprise.* Product Requirements Document containing vision, goals, FRs, NFRs, and success criteria. Focuses on WHAT to build. | +| **Product Brief** | *Phase 1.* Optional strategic document capturing product vision, market context, and high-level requirements before detailed planning. | +| **Tech-Spec** | *Quick Flow only.* Comprehensive technical plan with problem statement, solution approach, file-level changes, and testing strategy. | ## Workflow and Phases -| Term | Definition | -|------|------------| -| **Phase 0: Documentation** | *Brownfield.* Conditional prerequisite phase creating codebase documentation before planning. Only required if existing docs are insufficient. | -| **Phase 1: Analysis** | Discovery phase including brainstorming, research, and product brief creation. Optional for Quick Flow, recommended for BMad Method. | -| **Phase 2: Planning** | Required phase creating formal requirements. Routes to tech-spec (Quick Flow) or PRD (BMad Method/Enterprise). | -| **Phase 3: Solutioning** | *BMad Method/Enterprise.* Architecture design phase including creation, validation, and gate checks. | -| **Phase 4: Implementation** | Required sprint-based development through story-by-story iteration using sprint-planning, create-story, dev-story, and code-review workflows. | -| **Quick Spec Flow** | Fast-track workflow for Quick Flow projects going straight from idea to tech-spec to implementation. | -| **Workflow Init** | Initialization workflow creating bmm-workflow-status.yaml, detecting project type, and determining planning track. | -| **Workflow Status** | Universal entry point checking for existing status file, displaying progress, and recommending next action. | +| Term | Definition | +| --------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------- | +| **Phase 0: Documentation** | *Brownfield.* Conditional prerequisite phase creating codebase documentation before planning. Only required if existing docs are insufficient. | +| **Phase 1: Analysis** | Discovery phase including brainstorming, research, and product brief creation. Optional for Quick Flow, recommended for BMad Method. | +| **Phase 2: Planning** | Required phase creating formal requirements. Routes to tech-spec (Quick Flow) or PRD (BMad Method/Enterprise). | +| **Phase 3: Solutioning** | *BMad Method/Enterprise.* Architecture design phase including creation, validation, and gate checks. | +| **Phase 4: Implementation** | Required sprint-based development through story-by-story iteration using sprint-planning, create-story, dev-story, and code-review workflows. | +| **Quick Spec Flow** | Fast-track workflow for Quick Flow projects going straight from idea to tech-spec to implementation. | +| **Workflow Init** | Initialization workflow creating bmm-workflow-status.yaml, detecting project type, and determining planning track. | +| **Workflow Status** | Universal entry point checking for existing status file, displaying progress, and recommending next action. | ## Agents and Roles -| Term | Definition | -|------|------------| -| **Analyst** | Agent that initializes workflows, conducts research, creates product briefs, and tracks progress. Often the entry point for new projects. | -| **Architect** | Agent designing system architecture, creating architecture documents, and validating designs. Primary agent for Phase 3. | -| **BMad Master** | Meta-level orchestrator from BMad Core facilitating party mode and providing high-level guidance across all modules. | -| **DEV** | Developer agent implementing stories, writing code, running tests, and performing code reviews. Primary implementer in Phase 4. | -| **Game Architect** | *BMGD.* Agent designing game system architecture and validating game-specific technical designs. | -| **Game Designer** | *BMGD.* Agent creating game design documents (GDD) and running game-specific workflows. | -| **Party Mode** | Multi-agent collaboration feature where agents discuss challenges together. BMad Master orchestrates, selecting 2-3 relevant agents per message. | -| **PM** | Product Manager agent creating PRDs and tech-specs. Primary agent for Phase 2 planning. | -| **SM** | Scrum Master agent managing sprints, creating stories, and coordinating implementation. Primary orchestrator for Phase 4. | -| **TEA** | Test Architect agent responsible for test strategy, quality gates, and NFR assessment. Integrates throughout all phases. | -| **Technical Writer** | Agent specialized in creating technical documentation, diagrams, and maintaining documentation standards. | -| **UX Designer** | Agent creating UX design documents, interaction patterns, and visual specifications for UI-heavy projects. | +| Term | Definition | +| -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------ | +| **Analyst** | Agent that initializes workflows, conducts research, creates product briefs, and tracks progress. Often the entry point for new projects. | +| **Architect** | Agent designing system architecture, creating architecture documents, and validating designs. Primary agent for Phase 3. | +| **BMad Master** | Meta-level orchestrator from BMad Core facilitating party mode and providing high-level guidance across all modules. | +| **DEV** | Developer agent implementing stories, writing code, running tests, and performing code reviews. Primary implementer in Phase 4. | +| **Game Architect** | *BMGD.* Agent designing game system architecture and validating game-specific technical designs. | +| **Game Designer** | *BMGD.* Agent creating game design documents (GDD) and running game-specific workflows. | +| **Party Mode** | Multi-agent collaboration feature where agents discuss challenges together. BMad Master orchestrates, selecting 2-3 relevant agents per message. | +| **PM** | Product Manager agent creating PRDs and tech-specs. Primary agent for Phase 2 planning. | +| **SM** | Scrum Master agent managing sprints, creating stories, and coordinating implementation. Primary orchestrator for Phase 4. | +| **TEA** | Test Architect agent responsible for test strategy, quality gates, and NFR assessment. Integrates throughout all phases. | +| **Technical Writer** | Agent specialized in creating technical documentation, diagrams, and maintaining documentation standards. | +| **UX Designer** | Agent creating UX design documents, interaction patterns, and visual specifications for UI-heavy projects. | ## Status and Tracking -| Term | Definition | -|------|------------| -| **bmm-workflow-status.yaml** | *Phases 1-3.* Tracking file showing current phase, completed workflows, and next recommended actions. | -| **DoD** | Definition of Done — criteria for marking a story complete: implementation done, tests passing, code reviewed, docs updated. | -| **Epic Status Progression** | `backlog → in-progress → done` — lifecycle states for epics during implementation. | -| **Gate Check** | Validation workflow (implementation-readiness) ensuring PRD, Architecture, and Epics are aligned before Phase 4. | -| **Retrospective** | Workflow after each epic capturing learnings and improvements for continuous improvement. | -| **sprint-status.yaml** | *Phase 4.* Single source of truth for implementation tracking containing all epics, stories, and their statuses. | -| **Story Status Progression** | `backlog → ready-for-dev → in-progress → review → done` — lifecycle states for stories. | +| Term | Definition | +| ---------------------------- | ---------------------------------------------------------------------------------------------------------------------------- | +| **bmm-workflow-status.yaml** | *Phases 1-3.* Tracking file showing current phase, completed workflows, and next recommended actions. | +| **DoD** | Definition of Done — criteria for marking a story complete: implementation done, tests passing, code reviewed, docs updated. | +| **Epic Status Progression** | `backlog → in-progress → done` — lifecycle states for epics during implementation. | +| **Gate Check** | Validation workflow (implementation-readiness) ensuring PRD, Architecture, and Epics are aligned before Phase 4. | +| **Retrospective** | Workflow after each epic capturing learnings and improvements for continuous improvement. | +| **sprint-status.yaml** | *Phase 4.* Single source of truth for implementation tracking containing all epics, stories, and their statuses. | +| **Story Status Progression** | `backlog → ready-for-dev → in-progress → review → done` — lifecycle states for stories. | ## Project Types -| Term | Definition | -|------|------------| -| **Brownfield** | Existing project with established codebase and patterns. Requires understanding existing architecture and planning integration. | -| **Convention Detection** | *Quick Flow.* Feature auto-detecting existing code style, naming conventions, and frameworks from brownfield codebases. | -| **document-project** | *Brownfield.* Workflow analyzing and documenting existing codebase with three scan levels: quick, deep, exhaustive. | -| **Feature Flags** | *Brownfield.* Implementation technique for gradual rollout, easy rollback, and A/B testing of new functionality. | -| **Greenfield** | New project starting from scratch with freedom to establish patterns, choose stack, and design from clean slate. | -| **Integration Points** | *Brownfield.* Specific locations where new code connects with existing systems. Must be documented in tech-specs. | +| Term | Definition | +| ------------------------ | ------------------------------------------------------------------------------------------------------------------------------- | +| **Brownfield** | Existing project with established codebase and patterns. Requires understanding existing architecture and planning integration. | +| **Convention Detection** | *Quick Flow.* Feature auto-detecting existing code style, naming conventions, and frameworks from brownfield codebases. | +| **document-project** | *Brownfield.* Workflow analyzing and documenting existing codebase with three scan levels: quick, deep, exhaustive. | +| **Feature Flags** | *Brownfield.* Implementation technique for gradual rollout, easy rollback, and A/B testing of new functionality. | +| **Greenfield** | New project starting from scratch with freedom to establish patterns, choose stack, and design from clean slate. | +| **Integration Points** | *Brownfield.* Specific locations where new code connects with existing systems. Must be documented in tech-specs. | ## Implementation Terms -| Term | Definition | -|------|------------| +| Term | Definition | +| ----------------------- | ------------------------------------------------------------------------------------------------------------------------------------------ | | **Context Engineering** | Loading domain-specific standards into AI context automatically via manifests, ensuring consistent outputs regardless of prompt variation. | -| **Correct Course** | Workflow for navigating significant changes when implementation is off-track. Analyzes impact and recommends adjustments. | -| **Shard / Sharding** | Splitting large planning documents into section-based files for LLM optimization. Phase 4 workflows load only needed sections. | -| **Sprint** | Time-boxed period of development work, typically 1-2 weeks. | -| **Sprint Planning** | Workflow initializing Phase 4 by creating sprint-status.yaml and extracting epics/stories from planning docs. | -| **Story** | Single unit of implementable work with clear acceptance criteria, typically 2-8 hours of effort. Grouped into epics. | -| **Story Context** | Implementation guidance embedded in story files during create-story, referencing existing patterns and approaches. | -| **Story File** | Markdown file containing story description, acceptance criteria, technical notes, and testing requirements. | -| **Track Selection** | Automatic analysis by workflow-init suggesting appropriate track based on complexity indicators. User can override. | +| **Correct Course** | Workflow for navigating significant changes when implementation is off-track. Analyzes impact and recommends adjustments. | +| **Shard / Sharding** | Splitting large planning documents into section-based files for LLM optimization. Phase 4 workflows load only needed sections. | +| **Sprint** | Time-boxed period of development work, typically 1-2 weeks. | +| **Sprint Planning** | Workflow initializing Phase 4 by creating sprint-status.yaml and extracting epics/stories from planning docs. | +| **Story** | Single unit of implementable work with clear acceptance criteria, typically 2-8 hours of effort. Grouped into epics. | +| **Story Context** | Implementation guidance embedded in story files during create-story, referencing existing patterns and approaches. | +| **Story File** | Markdown file containing story description, acceptance criteria, technical notes, and testing requirements. | +| **Track Selection** | Automatic analysis by workflow-init suggesting appropriate track based on complexity indicators. User can override. | ## Game Development Terms -| Term | Definition | -|------|------------| -| **Core Fantasy** | *BMGD.* The emotional experience players seek from your game — what they want to FEEL. | -| **Core Loop** | *BMGD.* Fundamental cycle of actions players repeat throughout gameplay. The heart of your game. | -| **Design Pillar** | *BMGD.* Core principle guiding all design decisions. Typically 3-5 pillars define a game's identity. | -| **Environmental Storytelling** | *BMGD.* Narrative communicated through the game world itself rather than explicit dialogue. | -| **Game Type** | *BMGD.* Genre classification determining which specialized GDD sections are included. | -| **MDA Framework** | *BMGD.* Mechanics → Dynamics → Aesthetics — framework for analyzing and designing games. | -| **Meta-Progression** | *BMGD.* Persistent progression carrying between individual runs or sessions. | -| **Metroidvania** | *BMGD.* Genre featuring interconnected world exploration with ability-gated progression. | -| **Narrative Complexity** | *BMGD.* How central story is to the game: Critical, Heavy, Moderate, or Light. | -| **Permadeath** | *BMGD.* Game mechanic where character death is permanent, typically requiring a new run. | -| **Player Agency** | *BMGD.* Degree to which players can make meaningful choices affecting outcomes. | -| **Procedural Generation** | *BMGD.* Algorithmic creation of game content (levels, items, characters) rather than hand-crafted. | -| **Roguelike** | *BMGD.* Genre featuring procedural generation, permadeath, and run-based progression. | +| Term | Definition | +| ------------------------------ | ---------------------------------------------------------------------------------------------------- | +| **Core Fantasy** | *BMGD.* The emotional experience players seek from your game — what they want to FEEL. | +| **Core Loop** | *BMGD.* Fundamental cycle of actions players repeat throughout gameplay. The heart of your game. | +| **Design Pillar** | *BMGD.* Core principle guiding all design decisions. Typically 3-5 pillars define a game's identity. | +| **Environmental Storytelling** | *BMGD.* Narrative communicated through the game world itself rather than explicit dialogue. | +| **Game Type** | *BMGD.* Genre classification determining which specialized GDD sections are included. | +| **MDA Framework** | *BMGD.* Mechanics → Dynamics → Aesthetics — framework for analyzing and designing games. | +| **Meta-Progression** | *BMGD.* Persistent progression carrying between individual runs or sessions. | +| **Metroidvania** | *BMGD.* Genre featuring interconnected world exploration with ability-gated progression. | +| **Narrative Complexity** | *BMGD.* How central story is to the game: Critical, Heavy, Moderate, or Light. | +| **Permadeath** | *BMGD.* Game mechanic where character death is permanent, typically requiring a new run. | +| **Player Agency** | *BMGD.* Degree to which players can make meaningful choices affecting outcomes. | +| **Procedural Generation** | *BMGD.* Algorithmic creation of game content (levels, items, characters) rather than hand-crafted. | +| **Roguelike** | *BMGD.* Genre featuring procedural generation, permadeath, and run-based progression. | + +## Test Architect (TEA) Concepts + +| Term | Definition | +| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| **ATDD** | Acceptance Test-Driven Development — Generating failing acceptance tests BEFORE implementation (TDD red phase). | +| **Burn-in Testing** | Running tests multiple times (typically 5-10 iterations) to detect flakiness and intermittent failures. | +| **Component Testing** | Testing UI components in isolation using framework-specific tools (Cypress Component Testing or Vitest + React Testing Library). | +| **Coverage Traceability** | Mapping acceptance criteria to implemented tests with classification (FULL/PARTIAL/NONE) to identify gaps and measure completeness. | +| **Epic-Level Test Design** | Test planning per epic (Phase 4) focusing on risk assessment, priorities, and coverage strategy for that specific epic. | +| **Fixture Architecture** | Pattern of building pure functions first, then wrapping in framework-specific fixtures for testability, reusability, and composition. | +| **Gate Decision** | Go/no-go decision for release with four outcomes: PASS ✅ (ready), CONCERNS ⚠️ (proceed with mitigation), FAIL ❌ (blocked), WAIVED ⏭️ (approved despite issues). | +| **Knowledge Fragment** | Individual markdown file in TEA's knowledge base covering a specific testing pattern or practice (33 fragments total). | +| **MCP Enhancements** | Model Context Protocol servers enabling live browser verification during test generation (exploratory, recording, and healing modes). | +| **Network-First Pattern** | Testing pattern that waits for actual network responses instead of fixed timeouts to avoid race conditions and flakiness. | +| **NFR Assessment** | Validation of non-functional requirements (security, performance, reliability, maintainability) with evidence-based decisions. | +| **Playwright Utils** | Optional package (`@seontechnologies/playwright-utils`) providing production-ready fixtures and utilities for Playwright tests. | +| **Risk-Based Testing** | Testing approach where depth scales with business impact using probability × impact scoring (1-9 scale). | +| **System-Level Test Design** | Test planning at architecture level (Phase 3) focusing on testability review, ADR mapping, and test infrastructure needs. | +| **tea-index.csv** | Manifest file tracking all knowledge fragments, their descriptions, tags, and which workflows load them. | +| **TEA Integrated** | Full BMad Method integration with TEA workflows across all phases (Phase 2, 3, 4, and Release Gate). | +| **TEA Lite** | Beginner approach using just `*automate` workflow to test existing features (simplest way to use TEA). | +| **TEA Solo** | Standalone engagement model using TEA without full BMad Method integration (bring your own requirements). | +| **Test Priorities** | Classification system for test importance: P0 (critical path), P1 (high value), P2 (medium value), P3 (low value). | + +--- + +## See Also + +- [TEA Overview](/docs/explanation/features/tea-overview.md) - Complete TEA capabilities +- [TEA Knowledge Base](/docs/reference/tea/knowledge-base.md) - Fragment index +- [TEA Command Reference](/docs/reference/tea/commands.md) - Workflow reference +- [TEA Configuration](/docs/reference/tea/configuration.md) - Config options + +--- + +Generated with [BMad Method](https://bmad-method.org) diff --git a/docs/reference/tea/commands.md b/docs/reference/tea/commands.md new file mode 100644 index 00000000..ed1ad8c2 --- /dev/null +++ b/docs/reference/tea/commands.md @@ -0,0 +1,254 @@ +--- +title: "TEA Command Reference" +description: Quick reference for all 8 TEA workflows - inputs, outputs, and links to detailed guides +--- + +# TEA Command Reference + +Quick reference for all 8 TEA (Test Architect) workflows. For detailed step-by-step guides, see the how-to documentation. + +## Quick Index + +- [*framework](#framework) - Scaffold test framework +- [*ci](#ci) - Setup CI/CD pipeline +- [*test-design](#test-design) - Risk-based test planning +- [*atdd](#atdd) - Acceptance TDD +- [*automate](#automate) - Test automation +- [*test-review](#test-review) - Quality audit +- [*nfr-assess](#nfr-assess) - NFR assessment +- [*trace](#trace) - Coverage traceability + +--- + +## *framework + +**Purpose:** Scaffold production-ready test framework (Playwright or Cypress) + +**Phase:** Phase 3 (Solutioning) + +**Frequency:** Once per project + +**Key Inputs:** +- Tech stack, test framework choice, testing scope + +**Key Outputs:** +- `tests/` directory with `support/fixtures/` and `support/helpers/` +- `playwright.config.ts` or `cypress.config.ts` +- `.env.example`, `.nvmrc` +- Sample tests with best practices + +**How-To Guide:** [Setup Test Framework](/docs/how-to/workflows/setup-test-framework.md) + +--- + +## *ci + +**Purpose:** Setup CI/CD pipeline with selective testing and burn-in + +**Phase:** Phase 3 (Solutioning) + +**Frequency:** Once per project + +**Key Inputs:** +- CI platform (GitHub Actions, GitLab CI, etc.) +- Sharding strategy, burn-in preferences + +**Key Outputs:** +- Platform-specific CI workflow (`.github/workflows/test.yml`, etc.) +- Parallel execution configuration +- Burn-in loops for flakiness detection +- Secrets checklist + +**How-To Guide:** [Setup CI Pipeline](/docs/how-to/workflows/setup-ci.md) + +--- + +## *test-design + +**Purpose:** Risk-based test planning with coverage strategy + +**Phase:** Phase 3 (system-level), Phase 4 (epic-level) + +**Frequency:** Once (system), per epic (epic-level) + +**Modes:** +- **System-level:** Architecture testability review +- **Epic-level:** Per-epic risk assessment + +**Key Inputs:** +- Architecture/epic, requirements, ADRs + +**Key Outputs:** +- `test-design-system.md` or `test-design-epic-N.md` +- Risk assessment (probability × impact scores) +- Test priorities (P0-P3) +- Coverage strategy + +**MCP Enhancement:** Exploratory mode (live browser UI discovery) + +**How-To Guide:** [Run Test Design](/docs/how-to/workflows/run-test-design.md) + +--- + +## *atdd + +**Purpose:** Generate failing acceptance tests BEFORE implementation (TDD red phase) + +**Phase:** Phase 4 (Implementation) + +**Frequency:** Per story (optional) + +**Key Inputs:** +- Story with acceptance criteria, test design, test levels + +**Key Outputs:** +- Failing tests (`tests/api/`, `tests/e2e/`) +- Implementation checklist +- All tests fail initially (red phase) + +**MCP Enhancement:** Recording mode (for skeleton UI only - rare) + +**How-To Guide:** [Run ATDD](/docs/how-to/workflows/run-atdd.md) + +--- + +## *automate + +**Purpose:** Expand test coverage after implementation + +**Phase:** Phase 4 (Implementation) + +**Frequency:** Per story/feature + +**Key Inputs:** +- Feature description, test design, existing tests to avoid duplication + +**Key Outputs:** +- Comprehensive test suite (`tests/e2e/`, `tests/api/`) +- Updated fixtures, README +- Definition of Done summary + +**MCP Enhancement:** Healing + Recording modes (fix tests, verify selectors) + +**How-To Guide:** [Run Automate](/docs/how-to/workflows/run-automate.md) + +--- + +## *test-review + +**Purpose:** Audit test quality with 0-100 scoring + +**Phase:** Phase 4 (optional per story), Release Gate + +**Frequency:** Per epic or before release + +**Key Inputs:** +- Test scope (file, directory, or entire suite) + +**Key Outputs:** +- `test-review.md` with quality score (0-100) +- Critical issues with fixes +- Recommendations +- Category scores (Determinism, Isolation, Assertions, Structure, Performance) + +**Scoring Categories:** +- Determinism: 35 points +- Isolation: 25 points +- Assertions: 20 points +- Structure: 10 points +- Performance: 10 points + +**How-To Guide:** [Run Test Review](/docs/how-to/workflows/run-test-review.md) + +--- + +## *nfr-assess + +**Purpose:** Validate non-functional requirements with evidence + +**Phase:** Phase 2 (enterprise), Release Gate + +**Frequency:** Per release (enterprise projects) + +**Key Inputs:** +- NFR categories (Security, Performance, Reliability, Maintainability) +- Thresholds, evidence location + +**Key Outputs:** +- `nfr-assessment.md` +- Category assessments (PASS/CONCERNS/FAIL) +- Mitigation plans +- Gate decision inputs + +**How-To Guide:** [Run NFR Assessment](/docs/how-to/workflows/run-nfr-assess.md) + +--- + +## *trace + +**Purpose:** Requirements traceability + quality gate decision + +**Phase:** Phase 2/4 (traceability), Release Gate (decision) + +**Frequency:** Baseline, per epic refresh, release gate + +**Two-Phase Workflow:** + +**Phase 1: Traceability** +- Requirements → test mapping +- Coverage classification (FULL/PARTIAL/NONE) +- Gap prioritization +- Output: `traceability-matrix.md` + +**Phase 2: Gate Decision** +- PASS/CONCERNS/FAIL/WAIVED decision +- Evidence-based (coverage %, quality scores, NFRs) +- Output: `gate-decision-{gate_type}-{story_id}.md` + +**Gate Rules:** +- P0 coverage: 100% required +- P1 coverage: ≥90% for PASS, 80-89% for CONCERNS, <80% FAIL +- Overall coverage: ≥80% required + +**How-To Guide:** [Run Trace](/docs/how-to/workflows/run-trace.md) + +--- + +## Summary Table + +| Command | Phase | Frequency | Primary Output | +|---------|-------|-----------|----------------| +| `*framework` | 3 | Once | Test infrastructure | +| `*ci` | 3 | Once | CI/CD pipeline | +| `*test-design` | 3, 4 | System + per epic | Test design doc | +| `*atdd` | 4 | Per story (optional) | Failing tests | +| `*automate` | 4 | Per story | Passing tests | +| `*test-review` | 4, Gate | Per epic/release | Quality report | +| `*nfr-assess` | 2, Gate | Per release | NFR assessment | +| `*trace` | 2, 4, Gate | Baseline + refresh + gate | Coverage matrix + decision | + +--- + +## See Also + +**How-To Guides (Detailed Instructions):** +- [Setup Test Framework](/docs/how-to/workflows/setup-test-framework.md) +- [Setup CI Pipeline](/docs/how-to/workflows/setup-ci.md) +- [Run Test Design](/docs/how-to/workflows/run-test-design.md) +- [Run ATDD](/docs/how-to/workflows/run-atdd.md) +- [Run Automate](/docs/how-to/workflows/run-automate.md) +- [Run Test Review](/docs/how-to/workflows/run-test-review.md) +- [Run NFR Assessment](/docs/how-to/workflows/run-nfr-assess.md) +- [Run Trace](/docs/how-to/workflows/run-trace.md) + +**Explanation:** +- [TEA Overview](/docs/explanation/features/tea-overview.md) - Complete TEA lifecycle +- [Engagement Models](/docs/explanation/tea/engagement-models.md) - When to use which workflows + +**Reference:** +- [TEA Configuration](/docs/reference/tea/configuration.md) - Config options +- [Knowledge Base Index](/docs/reference/tea/knowledge-base.md) - Pattern fragments + +--- + +Generated with [BMad Method](https://bmad-method.org) - TEA (Test Architect) diff --git a/docs/reference/tea/configuration.md b/docs/reference/tea/configuration.md new file mode 100644 index 00000000..ba6e2e51 --- /dev/null +++ b/docs/reference/tea/configuration.md @@ -0,0 +1,678 @@ +--- +title: "TEA Configuration Reference" +description: Complete reference for TEA configuration options and file locations +--- + +# TEA Configuration Reference + +Complete reference for all TEA (Test Architect) configuration options. + +## Configuration File Locations + +### User Configuration (Installer-Generated) + +**Location:** `_bmad/bmm/config.yaml` + +**Purpose:** Project-specific configuration values for your repository + +**Created By:** BMad installer + +**Status:** Typically gitignored (user-specific values) + +**Usage:** Edit this file to change TEA behavior in your project + +**Example:** +```yaml +# _bmad/bmm/config.yaml +project_name: my-awesome-app +user_skill_level: intermediate +output_folder: _bmad-output +tea_use_playwright_utils: true +tea_use_mcp_enhancements: false +``` + +### Canonical Schema (Source of Truth) + +**Location:** `src/modules/bmm/module.yaml` + +**Purpose:** Defines available configuration keys, defaults, and installer prompts + +**Created By:** BMAD maintainers (part of BMAD repo) + +**Status:** Versioned in BMAD repository + +**Usage:** Reference only (do not edit unless contributing to BMAD) + +**Note:** The installer reads `module.yaml` to prompt for config values, then writes user choices to `_bmad/bmm/config.yaml` in your project. + +--- + +## TEA Configuration Options + +### tea_use_playwright_utils + +Enable Playwright Utils integration for production-ready fixtures and utilities. + +**Schema Location:** `src/modules/bmm/module.yaml:52-56` + +**User Config:** `_bmad/bmm/config.yaml` + +**Type:** `boolean` + +**Default:** `false` (set via installer prompt during installation) + +**Installer Prompt:** +``` +Are you using playwright-utils (@seontechnologies/playwright-utils) in your project? +You must install packages yourself, or use test architect's *framework command. +``` + +**Purpose:** Enables TEA to: +- Include playwright-utils in `*framework` scaffold +- Generate tests using playwright-utils fixtures +- Review tests against playwright-utils patterns +- Configure CI with burn-in and selective testing utilities + +**Affects Workflows:** +- `*framework` - Includes playwright-utils imports and fixture examples +- `*atdd` - Uses fixtures like `apiRequest`, `authSession` in generated tests +- `*automate` - Leverages utilities for test patterns +- `*test-review` - Reviews against playwright-utils best practices +- `*ci` - Includes burn-in utility and selective testing + +**Example (Enable):** +```yaml +tea_use_playwright_utils: true +``` + +**Example (Disable):** +```yaml +tea_use_playwright_utils: false +``` + +**Prerequisites:** +```bash +npm install -D @seontechnologies/playwright-utils +``` + +**Related:** +- [Integrate Playwright Utils Guide](/docs/how-to/customization/integrate-playwright-utils.md) +- [Playwright Utils on npm](https://www.npmjs.com/package/@seontechnologies/playwright-utils) + +--- + +### tea_use_mcp_enhancements + +Enable Playwright MCP servers for live browser verification during test generation. + +**Schema Location:** `src/modules/bmm/module.yaml:47-50` + +**User Config:** `_bmad/bmm/config.yaml` + +**Type:** `boolean` + +**Default:** `false` + +**Installer Prompt:** +``` +Test Architect Playwright MCP capabilities (healing, exploratory, verification) are optionally available. +You will have to setup your MCPs yourself; refer to https://docs.bmad-method.org/explanation/features/tea-overview for configuration examples. +Would you like to enable MCP enhancements in Test Architect? +``` + +**Purpose:** Enables TEA to use Model Context Protocol servers for: +- Live browser automation during test design +- Selector verification with actual DOM +- Interactive UI discovery +- Visual debugging and healing + +**Affects Workflows:** +- `*test-design` - Enables exploratory mode (browser-based UI discovery) +- `*atdd` - Enables recording mode (verify selectors with live browser) +- `*automate` - Enables healing mode (fix tests with visual debugging) + +**MCP Servers Required:** + +**Two Playwright MCP servers** (actively maintained, continuously updated): + +- `playwright` - Browser automation (`npx @playwright/mcp@latest`) +- `playwright-test` - Test runner with failure analysis (`npx playwright run-test-mcp-server`) + +**Configuration example**: + +```json +{ + "mcpServers": { + "playwright": { + "command": "npx", + "args": ["@playwright/mcp@latest"] + }, + "playwright-test": { + "command": "npx", + "args": ["playwright", "run-test-mcp-server"] + } + } +} +``` + +**Configuration:** Refer to your AI agent's documentation for MCP server setup instructions. + +**Example (Enable):** +```yaml +tea_use_mcp_enhancements: true +``` + +**Example (Disable):** +```yaml +tea_use_mcp_enhancements: false +``` + +**Prerequisites:** +1. MCP servers installed in IDE configuration +2. `@playwright/mcp` package available globally or locally +3. Browser binaries installed (`npx playwright install`) + +**Related:** +- [Enable MCP Enhancements Guide](/docs/how-to/customization/enable-tea-mcp-enhancements.md) +- [TEA Overview - MCP Section](/docs/explanation/features/tea-overview.md#playwright-mcp-enhancements) +- [Playwright MCP on npm](https://www.npmjs.com/package/@playwright/mcp) + +--- + +## Core BMM Configuration (Inherited by TEA) + +TEA also uses core BMM configuration options from `_bmad/bmm/config.yaml`: + +### output_folder + +**Type:** `string` + +**Default:** `_bmad-output` + +**Purpose:** Where TEA writes output files (test designs, reports, traceability matrices) + +**Example:** +```yaml +output_folder: _bmad-output +``` + +**TEA Output Files:** +- `test-design-system.md` (from *test-design system-level) +- `test-design-epic-N.md` (from *test-design epic-level) +- `test-review.md` (from *test-review) +- `traceability-matrix.md` (from *trace Phase 1) +- `gate-decision-{gate_type}-{story_id}.md` (from *trace Phase 2) +- `nfr-assessment.md` (from *nfr-assess) +- `automation-summary.md` (from *automate) +- `atdd-checklist-{story_id}.md` (from *atdd) + +--- + +### user_skill_level + +**Type:** `enum` + +**Options:** `beginner` | `intermediate` | `expert` + +**Default:** `intermediate` + +**Purpose:** Affects how TEA explains concepts in chat responses + +**Example:** +```yaml +user_skill_level: beginner +``` + +**Impact on TEA:** +- **Beginner:** More detailed explanations, links to concepts, verbose guidance +- **Intermediate:** Balanced explanations, assumes basic knowledge +- **Expert:** Concise, technical, minimal hand-holding + +--- + +### project_name + +**Type:** `string` + +**Default:** Directory name + +**Purpose:** Used in TEA-generated documentation and reports + +**Example:** +```yaml +project_name: my-awesome-app +``` + +**Used in:** +- Report headers +- Documentation titles +- CI configuration comments + +--- + +### communication_language + +**Type:** `string` + +**Default:** `english` + +**Purpose:** Language for TEA chat responses + +**Example:** +```yaml +communication_language: english +``` + +**Supported:** Any language (TEA responds in specified language) + +--- + +### document_output_language + +**Type:** `string` + +**Default:** `english` + +**Purpose:** Language for TEA-generated documents (test designs, reports) + +**Example:** +```yaml +document_output_language: english +``` + +**Note:** Can differ from `communication_language` - chat in Spanish, generate docs in English. + +--- + +## Environment Variables + +TEA workflows may use environment variables for test configuration. + +### Test Framework Variables + +**Playwright:** +```bash +# .env +BASE_URL=https://todomvc.com/examples/react/ +API_BASE_URL=https://api.example.com +TEST_USER_EMAIL=test@example.com +TEST_USER_PASSWORD=password123 +``` + +**Cypress:** +```bash +# cypress.env.json or .env +CYPRESS_BASE_URL=https://example.com +CYPRESS_API_URL=https://api.example.com +``` + +### CI/CD Variables + +Set in CI platform (GitHub Actions secrets, GitLab CI variables): + +```yaml +# .github/workflows/test.yml +env: + BASE_URL: ${{ secrets.STAGING_URL }} + API_KEY: ${{ secrets.API_KEY }} + TEST_USER_EMAIL: ${{ secrets.TEST_USER }} +``` + +--- + +## Configuration Patterns + +### Development vs Production + +**Separate configs for environments:** + +```yaml +# _bmad/bmm/config.yaml +output_folder: _bmad-output + +# .env.development +BASE_URL=http://localhost:3000 +API_BASE_URL=http://localhost:4000 + +# .env.staging +BASE_URL=https://staging.example.com +API_BASE_URL=https://api-staging.example.com + +# .env.production (read-only tests only!) +BASE_URL=https://example.com +API_BASE_URL=https://api.example.com +``` + +### Team vs Individual + +**Team config (committed):** +```yaml +# _bmad/bmm/config.yaml.example (committed to repo) +project_name: team-project +output_folder: _bmad-output +tea_use_playwright_utils: true +tea_use_mcp_enhancements: false +``` + +**Individual config (typically gitignored):** +```yaml +# _bmad/bmm/config.yaml (user adds to .gitignore) +user_name: John Doe +user_skill_level: expert +tea_use_mcp_enhancements: true # Individual preference +``` + +### Monorepo Configuration + +**Root config:** +```yaml +# _bmad/bmm/config.yaml (root) +project_name: monorepo-parent +output_folder: _bmad-output +``` + +**Package-specific:** +```yaml +# packages/web-app/_bmad/bmm/config.yaml +project_name: web-app +output_folder: ../../_bmad-output/web-app +tea_use_playwright_utils: true + +# packages/mobile-app/_bmad/bmm/config.yaml +project_name: mobile-app +output_folder: ../../_bmad-output/mobile-app +tea_use_playwright_utils: false +``` + +--- + +## Configuration Best Practices + +### 1. Use Version Control Wisely + +**Commit:** +``` +_bmad/bmm/config.yaml.example # Template for team +.nvmrc # Node version +package.json # Dependencies +``` + +**Recommended for .gitignore:** +``` +_bmad/bmm/config.yaml # User-specific values +.env # Secrets +.env.local # Local overrides +``` + +### 2. Document Required Setup + +**In your README:** +```markdown +## Setup + +1. Install BMad + +2. Copy config template: + cp _bmad/bmm/config.yaml.example _bmad/bmm/config.yaml + +3. Edit config with your values: + - Set user_name + - Enable tea_use_playwright_utils if using playwright-utils + - Enable tea_use_mcp_enhancements if MCPs configured +``` + +### 3. Validate Configuration + +**Check config is valid:** +```bash +# Check TEA config is set +cat _bmad/bmm/config.yaml | grep tea_use + +# Verify playwright-utils installed (if enabled) +npm list @seontechnologies/playwright-utils + +# Verify MCP servers configured (if enabled) +# Check your IDE's MCP settings +``` + +### 4. Keep Config Minimal + +**Don't over-configure:** +```yaml +# ❌ Bad - overriding everything unnecessarily +project_name: my-project +user_name: John Doe +user_skill_level: expert +output_folder: custom/path +planning_artifacts: custom/planning +implementation_artifacts: custom/implementation +project_knowledge: custom/docs +tea_use_playwright_utils: true +tea_use_mcp_enhancements: true +communication_language: english +document_output_language: english +# Overriding 11 config options when most can use defaults + +# ✅ Good - only essential overrides +tea_use_playwright_utils: true +output_folder: docs/testing +# Only override what differs from defaults +``` + +**Use defaults when possible** - only override what you actually need to change. + +--- + +## Troubleshooting + +### Configuration Not Loaded + +**Problem:** TEA doesn't use my config values. + +**Causes:** +1. Config file in wrong location +2. YAML syntax error +3. Typo in config key + +**Solution:** +```bash +# Check file exists +ls -la _bmad/bmm/config.yaml + +# Validate YAML syntax +npm install -g js-yaml +js-yaml _bmad/bmm/config.yaml + +# Check for typos (compare to module.yaml) +diff _bmad/bmm/config.yaml src/modules/bmm/module.yaml +``` + +### Playwright Utils Not Working + +**Problem:** `tea_use_playwright_utils: true` but TEA doesn't use utilities. + +**Causes:** +1. Package not installed +2. Config file not saved +3. Workflow run before config update + +**Solution:** +```bash +# Verify package installed +npm list @seontechnologies/playwright-utils + +# Check config value +grep tea_use_playwright_utils _bmad/bmm/config.yaml + +# Re-run workflow in fresh chat +# (TEA loads config at workflow start) +``` + +### MCP Enhancements Not Working + +**Problem:** `tea_use_mcp_enhancements: true` but no browser opens. + +**Causes:** +1. MCP servers not configured in IDE +2. MCP package not installed +3. Browser binaries missing + +**Solution:** +```bash +# Check MCP package available +npx @playwright/mcp@latest --version + +# Install browsers +npx playwright install + +# Verify IDE MCP config +# Check ~/.cursor/config.json or VS Code settings +``` + +### Config Changes Not Applied + +**Problem:** Updated config but TEA still uses old values. + +**Cause:** TEA loads config at workflow start. + +**Solution:** +1. Save `_bmad/bmm/config.yaml` +2. Start fresh chat +3. Run TEA workflow +4. Config will be reloaded + +**TEA doesn't reload config mid-chat** - always start fresh chat after config changes. + +--- + +## Configuration Examples + +### Recommended Setup (Full Stack) + +```yaml +# _bmad/bmm/config.yaml +project_name: my-project +user_skill_level: beginner # or intermediate/expert +output_folder: _bmad-output +tea_use_playwright_utils: true # Recommended +tea_use_mcp_enhancements: true # Recommended +``` + +**Why recommended:** +- Playwright Utils: Production-ready fixtures and utilities +- MCP enhancements: Live browser verification, visual debugging +- Together: The three-part stack (see [Testing as Engineering](/docs/explanation/philosophy/testing-as-engineering.md)) + +**Prerequisites:** +```bash +npm install -D @seontechnologies/playwright-utils +# Configure MCP servers in IDE (see Enable MCP Enhancements guide) +``` + +**Best for:** Everyone (beginners learn good patterns from day one) + +--- + +### Minimal Setup (Learning Only) + +```yaml +# _bmad/bmm/config.yaml +project_name: my-project +output_folder: _bmad-output +tea_use_playwright_utils: false +tea_use_mcp_enhancements: false +``` + +**Best for:** +- First-time TEA users (keep it simple initially) +- Quick experiments +- Learning basics before adding integrations + +**Note:** Can enable integrations later as you learn + +--- + +### Monorepo Setup + +**Root config:** +```yaml +# _bmad/bmm/config.yaml (root) +project_name: monorepo +output_folder: _bmad-output +tea_use_playwright_utils: true +``` + +**Package configs:** +```yaml +# apps/web/_bmad/bmm/config.yaml +project_name: web-app +output_folder: ../../_bmad-output/web + +# apps/api/_bmad/bmm/config.yaml +project_name: api-service +output_folder: ../../_bmad-output/api +tea_use_playwright_utils: false # Using vanilla Playwright only +``` + +--- + +### Team Template + +**Commit this template:** +```yaml +# _bmad/bmm/config.yaml.example +# Copy to config.yaml and fill in your values + +project_name: your-project-name +user_name: Your Name +user_skill_level: intermediate # beginner | intermediate | expert +output_folder: _bmad-output +planning_artifacts: _bmad-output/planning-artifacts +implementation_artifacts: _bmad-output/implementation-artifacts +project_knowledge: docs + +# TEA Configuration (Recommended: Enable both for full stack) +tea_use_playwright_utils: true # Recommended - production-ready utilities +tea_use_mcp_enhancements: true # Recommended - live browser verification + +# Languages +communication_language: english +document_output_language: english +``` + +**Team instructions:** +```markdown +## Setup for New Team Members + +1. Clone repo +2. Copy config template: + cp _bmad/bmm/config.yaml.example _bmad/bmm/config.yaml +3. Edit with your name and preferences +4. Install dependencies: + npm install +5. (Optional) Enable playwright-utils: + npm install -D @seontechnologies/playwright-utils + Set tea_use_playwright_utils: true +``` + +--- + +## See Also + +### How-To Guides +- [Set Up Test Framework](/docs/how-to/workflows/setup-test-framework.md) +- [Integrate Playwright Utils](/docs/how-to/customization/integrate-playwright-utils.md) +- [Enable MCP Enhancements](/docs/how-to/customization/enable-tea-mcp-enhancements.md) + +### Reference +- [TEA Command Reference](/docs/reference/tea/commands.md) +- [Knowledge Base Index](/docs/reference/tea/knowledge-base.md) +- [Glossary](/docs/reference/glossary/index.md) + +### Explanation +- [TEA Overview](/docs/explanation/features/tea-overview.md) +- [Testing as Engineering](/docs/explanation/philosophy/testing-as-engineering.md) + +--- + +Generated with [BMad Method](https://bmad-method.org) - TEA (Test Architect) diff --git a/docs/reference/tea/knowledge-base.md b/docs/reference/tea/knowledge-base.md new file mode 100644 index 00000000..6224d2ad --- /dev/null +++ b/docs/reference/tea/knowledge-base.md @@ -0,0 +1,340 @@ +--- +title: "TEA Knowledge Base Index" +description: Complete index of TEA's 33 knowledge fragments for context engineering +--- + +# TEA Knowledge Base Index + +TEA uses 33 specialized knowledge fragments for context engineering. These fragments are loaded dynamically based on workflow needs via the `tea-index.csv` manifest. + +## What is Context Engineering? + +**Context engineering** is the practice of loading domain-specific standards into AI context automatically rather than relying on prompts alone. + +Instead of asking AI to "write good tests" every time, TEA: +1. Reads `tea-index.csv` to identify relevant fragments for the workflow +2. Loads only the fragments needed (keeps context focused) +3. Operates with domain-specific standards, not generic knowledge +4. Produces consistent, production-ready tests across projects + +**Example:** +``` +User runs: *test-design + +TEA reads tea-index.csv: +- Loads: test-quality.md, test-priorities-matrix.md, risk-governance.md +- Skips: network-recorder.md, burn-in.md (not needed for test design) + +Result: Focused context, consistent quality standards +``` + +## How Knowledge Loading Works + +### 1. Workflow Trigger +User runs a TEA workflow (e.g., `*test-design`) + +### 2. Manifest Lookup +TEA reads `src/modules/bmm/testarch/tea-index.csv`: +```csv +id,name,description,tags,fragment_file +test-quality,Test Quality,Execution limits and isolation rules,quality;standards,knowledge/test-quality.md +risk-governance,Risk Governance,Risk scoring and gate decisions,risk;governance,knowledge/risk-governance.md +``` + +### 3. Dynamic Loading +Only fragments needed for the workflow are loaded into context + +### 4. Consistent Output +AI operates with established patterns, producing consistent results + +## Fragment Categories + +### Architecture & Fixtures + +Core patterns for test infrastructure and fixture composition. + +| Fragment | Description | Key Topics | +|----------|-------------|-----------| +| [fixture-architecture](../../../src/modules/bmm/testarch/knowledge/fixture-architecture.md) | Pure function → Fixture → mergeTests composition with auto-cleanup | Testability, composition, reusability | +| [network-first](../../../src/modules/bmm/testarch/knowledge/network-first.md) | Intercept-before-navigate workflow, HAR capture, deterministic waits | Flakiness prevention, network patterns | +| [playwright-config](../../../src/modules/bmm/testarch/knowledge/playwright-config.md) | Environment switching, timeout standards, artifact outputs | Configuration, environments, CI | +| [fixtures-composition](../../../src/modules/bmm/testarch/knowledge/fixtures-composition.md) | mergeTests composition patterns for combining utilities | Fixture merging, utility composition | + +**Used in:** `*framework`, `*test-design`, `*atdd`, `*automate`, `*test-review` + +--- + +### Data & Setup + +Patterns for test data generation, authentication, and setup. + +| Fragment | Description | Key Topics | +|----------|-------------|-----------| +| [data-factories](../../../src/modules/bmm/testarch/knowledge/data-factories.md) | Factory patterns with faker, overrides, API seeding, cleanup | Test data, factories, cleanup | +| [email-auth](../../../src/modules/bmm/testarch/knowledge/email-auth.md) | Magic link extraction, state preservation, negative flows | Authentication, email testing | +| [auth-session](../../../src/modules/bmm/testarch/knowledge/auth-session.md) | Token persistence, multi-user, API/browser authentication | Auth patterns, session management | + +**Used in:** `*framework`, `*atdd`, `*automate`, `*test-review` + +--- + +### Network & Reliability + +Network interception, error handling, and reliability patterns. + +| Fragment | Description | Key Topics | +|----------|-------------|-----------| +| [network-recorder](../../../src/modules/bmm/testarch/knowledge/network-recorder.md) | HAR record/playback, CRUD detection for offline testing | Offline testing, network replay | +| [intercept-network-call](../../../src/modules/bmm/testarch/knowledge/intercept-network-call.md) | Network spy/stub, JSON parsing for UI tests | Mocking, interception, stubbing | +| [error-handling](../../../src/modules/bmm/testarch/knowledge/error-handling.md) | Scoped exception handling, retry validation, telemetry logging | Error patterns, resilience | +| [network-error-monitor](../../../src/modules/bmm/testarch/knowledge/network-error-monitor.md) | HTTP 4xx/5xx detection for UI tests | Error detection, monitoring | + +**Used in:** `*atdd`, `*automate`, `*test-review` + +--- + +### Test Execution & CI + +CI/CD patterns, burn-in testing, and selective test execution. + +| Fragment | Description | Key Topics | +|----------|-------------|-----------| +| [ci-burn-in](../../../src/modules/bmm/testarch/knowledge/ci-burn-in.md) | Staged jobs, shard orchestration, burn-in loops | CI/CD, flakiness detection | +| [burn-in](../../../src/modules/bmm/testarch/knowledge/burn-in.md) | Smart test selection, git diff for CI optimization | Test selection, performance | +| [selective-testing](../../../src/modules/bmm/testarch/knowledge/selective-testing.md) | Tag/grep usage, spec filters, diff-based runs | Test filtering, optimization | + +**Used in:** `*ci`, `*test-review` + +--- + +### Quality & Standards + +Test quality standards, test level selection, and TDD patterns. + +| Fragment | Description | Key Topics | +|----------|-------------|-----------| +| [test-quality](../../../src/modules/bmm/testarch/knowledge/test-quality.md) | Execution limits, isolation rules, green criteria | DoD, best practices, anti-patterns | +| [test-levels-framework](../../../src/modules/bmm/testarch/knowledge/test-levels-framework.md) | Guidelines for unit, integration, E2E selection | Test pyramid, level selection | +| [test-priorities-matrix](../../../src/modules/bmm/testarch/knowledge/test-priorities-matrix.md) | P0-P3 criteria, coverage targets, execution ordering | Prioritization, risk-based testing | +| [test-healing-patterns](../../../src/modules/bmm/testarch/knowledge/test-healing-patterns.md) | Common failure patterns and automated fixes | Debugging, healing, fixes | +| [component-tdd](../../../src/modules/bmm/testarch/knowledge/component-tdd.md) | Red→green→refactor workflow, provider isolation | TDD, component testing | + +**Used in:** `*test-design`, `*atdd`, `*automate`, `*test-review`, `*trace` + +--- + +### Risk & Gates + +Risk assessment, governance, and gate decision frameworks. + +| Fragment | Description | Key Topics | +|----------|-------------|-----------| +| [risk-governance](../../../src/modules/bmm/testarch/knowledge/risk-governance.md) | Scoring matrix, category ownership, gate decision rules | Risk assessment, governance | +| [probability-impact](../../../src/modules/bmm/testarch/knowledge/probability-impact.md) | Probability × impact scale for scoring matrix | Risk scoring, impact analysis | +| [nfr-criteria](../../../src/modules/bmm/testarch/knowledge/nfr-criteria.md) | Security, performance, reliability, maintainability status | NFRs, compliance, enterprise | + +**Used in:** `*test-design`, `*nfr-assess`, `*trace` + +--- + +### Selectors & Timing + +Selector resilience, race condition debugging, and visual debugging. + +| Fragment | Description | Key Topics | +|----------|-------------|-----------| +| [selector-resilience](../../../src/modules/bmm/testarch/knowledge/selector-resilience.md) | Robust selector strategies and debugging | Selectors, locators, resilience | +| [timing-debugging](../../../src/modules/bmm/testarch/knowledge/timing-debugging.md) | Race condition identification and deterministic fixes | Race conditions, timing issues | +| [visual-debugging](../../../src/modules/bmm/testarch/knowledge/visual-debugging.md) | Trace viewer usage, artifact expectations | Debugging, trace viewer, artifacts | + +**Used in:** `*atdd`, `*automate`, `*test-review` + +--- + +### Feature Flags & Testing Patterns + +Feature flag testing, contract testing, and API testing patterns. + +| Fragment | Description | Key Topics | +|----------|-------------|-----------| +| [feature-flags](../../../src/modules/bmm/testarch/knowledge/feature-flags.md) | Enum management, targeting helpers, cleanup, checklists | Feature flags, toggles | +| [contract-testing](../../../src/modules/bmm/testarch/knowledge/contract-testing.md) | Pact publishing, provider verification, resilience | Contract testing, Pact | +| [api-testing-patterns](../../../src/modules/bmm/testarch/knowledge/api-testing-patterns.md) | Pure API patterns without browser | API testing, backend testing | + +**Used in:** `*test-design`, `*atdd`, `*automate` + +--- + +### Playwright-Utils Integration + +Patterns for using `@seontechnologies/playwright-utils` package (9 utilities). + +| Fragment | Description | Key Topics | +|----------|-------------|-----------| +| [api-request](../../../src/modules/bmm/testarch/knowledge/api-request.md) | Typed HTTP client, schema validation, retry logic | API calls, HTTP, validation | +| [auth-session](../../../src/modules/bmm/testarch/knowledge/auth-session.md) | Token persistence, multi-user, API/browser authentication | Auth patterns, session management | +| [network-recorder](../../../src/modules/bmm/testarch/knowledge/network-recorder.md) | HAR record/playback, CRUD detection for offline testing | Offline testing, network replay | +| [intercept-network-call](../../../src/modules/bmm/testarch/knowledge/intercept-network-call.md) | Network spy/stub, JSON parsing for UI tests | Mocking, interception, stubbing | +| [recurse](../../../src/modules/bmm/testarch/knowledge/recurse.md) | Async polling for API responses, background jobs | Polling, eventual consistency | +| [log](../../../src/modules/bmm/testarch/knowledge/log.md) | Structured logging for API and UI tests | Logging, debugging, reporting | +| [file-utils](../../../src/modules/bmm/testarch/knowledge/file-utils.md) | CSV/XLSX/PDF/ZIP handling with download support | File validation, exports | +| [burn-in](../../../src/modules/bmm/testarch/knowledge/burn-in.md) | Smart test selection with git diff analysis | CI optimization, selective testing | +| [network-error-monitor](../../../src/modules/bmm/testarch/knowledge/network-error-monitor.md) | Auto-detect HTTP 4xx/5xx errors during tests | Error monitoring, silent failures | + +**Note:** `fixtures-composition` is listed under Architecture & Fixtures (general Playwright `mergeTests` pattern, applies to all fixtures). + +**Used in:** `*framework` (if `tea_use_playwright_utils: true`), `*atdd`, `*automate`, `*test-review`, `*ci` + +**Official Docs:** + +--- + +## Fragment Manifest (tea-index.csv) + +**Location:** `src/modules/bmm/testarch/tea-index.csv` + +**Purpose:** Tracks all knowledge fragments and their usage in workflows + +**Structure:** +```csv +id,name,description,tags,fragment_file +test-quality,Test Quality,Execution limits and isolation rules,quality;standards,knowledge/test-quality.md +risk-governance,Risk Governance,Risk scoring and gate decisions,risk;governance,knowledge/risk-governance.md +``` + +**Columns:** +- `id` - Unique fragment identifier (kebab-case) +- `name` - Human-readable fragment name +- `description` - What the fragment covers +- `tags` - Searchable tags (semicolon-separated) +- `fragment_file` - Relative path to fragment markdown file + +**Fragment Location:** `src/modules/bmm/testarch/knowledge/` (all 33 fragments in single directory) + +**Manifest:** `src/modules/bmm/testarch/tea-index.csv` + +--- + +## Workflow Fragment Loading + +Each TEA workflow loads specific fragments: + +### *framework +**Key Fragments:** +- fixture-architecture.md +- playwright-config.md +- fixtures-composition.md + +**Purpose:** Test infrastructure patterns and fixture composition + +**Note:** Loads additional fragments based on framework choice (Playwright/Cypress) and config (`tea_use_playwright_utils`). + +--- + +### *test-design +**Key Fragments:** +- test-quality.md +- test-priorities-matrix.md +- test-levels-framework.md +- risk-governance.md +- probability-impact.md + +**Purpose:** Risk assessment and test planning standards + +**Note:** Loads additional fragments based on mode (system-level vs epic-level) and focus areas. + +--- + +### *atdd +**Key Fragments:** +- test-quality.md +- component-tdd.md +- fixture-architecture.md +- network-first.md +- data-factories.md +- selector-resilience.md +- timing-debugging.md +- test-healing-patterns.md + +**Purpose:** TDD patterns and test generation standards + +**Note:** Loads auth, network, and utility fragments based on feature requirements. + +--- + +### *automate +**Key Fragments:** +- test-quality.md +- test-levels-framework.md +- test-priorities-matrix.md +- fixture-architecture.md +- network-first.md +- selector-resilience.md +- test-healing-patterns.md +- timing-debugging.md + +**Purpose:** Comprehensive test generation with quality standards + +**Note:** Loads additional fragments for data factories, auth, network utilities based on test needs. + +--- + +### *test-review +**Key Fragments:** +- test-quality.md +- test-healing-patterns.md +- selector-resilience.md +- timing-debugging.md +- visual-debugging.md +- network-first.md +- test-levels-framework.md +- fixture-architecture.md + +**Purpose:** Comprehensive quality review against all standards + +**Note:** Loads all applicable playwright-utils fragments when `tea_use_playwright_utils: true`. + +--- + +### *ci +**Key Fragments:** +- ci-burn-in.md +- burn-in.md +- selective-testing.md +- playwright-config.md + +**Purpose:** CI/CD best practices and optimization + +--- + +### *nfr-assess +**Key Fragments:** +- nfr-criteria.md +- risk-governance.md +- probability-impact.md + +**Purpose:** NFR assessment frameworks and decision rules + +--- + +### *trace +**Key Fragments:** +- test-priorities-matrix.md +- risk-governance.md +- test-quality.md + +**Purpose:** Traceability and gate decision standards + +**Note:** Loads nfr-criteria.md if NFR assessment is part of gate decision. + +--- + +## Related + +- [TEA Overview](/docs/explanation/features/tea-overview.md) - How knowledge base fits in TEA +- [Testing as Engineering](/docs/explanation/philosophy/testing-as-engineering.md) - Context engineering philosophy +- [TEA Command Reference](/docs/reference/tea/commands.md) - Workflows that use fragments + +--- + +Generated with [BMad Method](https://bmad-method.org) - TEA (Test Architect) diff --git a/docs/tutorials/getting-started/tea-lite-quickstart.md b/docs/tutorials/getting-started/tea-lite-quickstart.md new file mode 100644 index 00000000..db13c0a4 --- /dev/null +++ b/docs/tutorials/getting-started/tea-lite-quickstart.md @@ -0,0 +1,463 @@ +--- +title: "Getting Started with TEA (Test Architect) - TEA Lite" +description: Learn TEA fundamentals by generating and running tests for an existing demo app in 30 minutes +--- + +# Getting Started with TEA (Test Architect) - TEA Lite + +Welcome! **TEA Lite** is the simplest way to get started with TEA - just use `*automate` to generate tests for existing features. Perfect for beginners who want to learn TEA fundamentals quickly. + +## What You'll Build + +By the end of this 30-minute tutorial, you'll have: +- A working Playwright test framework +- Your first risk-based test plan +- Passing tests for an existing demo app feature + +## Prerequisites + +- Node.js installed (v18 or later) +- 30 minutes of focused time +- We'll use TodoMVC () as our demo app + +## TEA Approaches Explained + +Before we start, understand the three ways to use TEA: + +- **TEA Lite** (this tutorial): Beginner using just `*automate` to test existing features +- **TEA Solo**: Using TEA standalone without full BMad Method integration +- **TEA Integrated**: Full BMad Method with all TEA workflows across phases + +This tutorial focuses on **TEA Lite** - the fastest way to see TEA in action. + +--- + +## Step 0: Setup (2 minutes) + +We'll test TodoMVC, a standard demo app used across testing documentation. + +**Demo App:** + +No installation needed - TodoMVC runs in your browser. Open the link above and: +1. Add a few todos (type and press Enter) +2. Mark some as complete (click checkbox) +3. Try the "All", "Active", "Completed" filters + +You've just explored the features we'll test! + +--- + +## Step 1: Install BMad and Scaffold Framework (10 minutes) + +### Install BMad Method + +Install BMad (see installation guide for latest command). + +When prompted: +- **Select modules:** Choose "BMM: BMad Method" (press Space, then Enter) +- **Project name:** Keep default or enter your project name +- **Experience level:** Choose "beginner" for this tutorial +- **Planning artifacts folder:** Keep default +- **Implementation artifacts folder:** Keep default +- **Project knowledge folder:** Keep default +- **Enable TEA Playwright MCP enhancements?** Choose "No" for now (we'll explore this later) +- **Using playwright-utils?** Choose "No" for now (we'll explore this later) + +BMad is now installed! You'll see a `_bmad/` folder in your project. + +### Load TEA Agent + +Start a new chat with your AI assistant (Claude, etc.) and type: + +``` +*tea +``` + +This loads the Test Architect agent. You'll see TEA's menu with available workflows. + +### Scaffold Test Framework + +In your chat, run: + +``` +*framework +``` + +TEA will ask you questions: + +**Q: What's your tech stack?** +A: "We're testing a React web application (TodoMVC)" + +**Q: Which test framework?** +A: "Playwright" + +**Q: Testing scope?** +A: "E2E testing for web application" + +**Q: CI/CD platform?** +A: "GitHub Actions" (or your preference) + +TEA will generate: +- `tests/` directory with Playwright config +- `playwright.config.ts` with base configuration +- Sample test structure +- `.env.example` for environment variables +- `.nvmrc` for Node version + +**Verify the setup:** + +```bash +npm install +npx playwright install +``` + +You now have a production-ready test framework! + +--- + +## Step 2: Your First Test Design (5 minutes) + +Test design is where TEA shines - risk-based planning before writing tests. + +### Run Test Design + +In your chat with TEA, run: + +``` +*test-design +``` + +**Q: System-level or epic-level?** +A: "Epic-level - I want to test TodoMVC's basic functionality" + +**Q: What feature are you testing?** +A: "TodoMVC's core CRUD operations - creating, completing, and deleting todos" + +**Q: Any specific risks or concerns?** +A: "We want to ensure the filter buttons (All, Active, Completed) work correctly" + +TEA will analyze and create `test-design-epic-1.md` with: + +1. **Risk Assessment** + - Probability × Impact scoring + - Risk categories (TECH, SEC, PERF, DATA, BUS, OPS) + - High-risk areas identified + +2. **Test Priorities** + - P0: Critical path (creating and displaying todos) + - P1: High value (completing todos, filters) + - P2: Medium value (deleting todos) + - P3: Low value (edge cases) + +3. **Coverage Strategy** + - E2E tests for user workflows + - Which scenarios need testing + - Suggested test structure + +**Review the test design file** - notice how TEA provides a systematic approach to what needs testing and why. + +--- + +## Step 3: Generate Tests for Existing Features (5 minutes) + +Now the magic happens - TEA generates tests based on your test design. + +### Run Automate + +In your chat with TEA, run: + +``` +*automate +``` + +**Q: What are you testing?** +A: "TodoMVC React app at - focus on the test design we just created" + +**Q: Reference existing docs?** +A: "Yes, use test-design-epic-1.md" + +**Q: Any specific test scenarios?** +A: "Cover the P0 and P1 scenarios from the test design" + +TEA will generate: + +**`tests/e2e/todomvc.spec.ts`** with tests like: +```typescript +import { test, expect } from '@playwright/test'; + +test.describe('TodoMVC - Core Functionality', () => { + test.beforeEach(async ({ page }) => { + await page.goto('https://todomvc.com/examples/react/'); + }); + + test('should create a new todo', async ({ page }) => { + // TodoMVC uses a simple input without placeholder or test IDs + const todoInput = page.locator('.new-todo'); + await todoInput.fill('Buy groceries'); + await todoInput.press('Enter'); + + // Verify todo appears in list + await expect(page.locator('.todo-list li')).toContainText('Buy groceries'); + }); + + test('should mark todo as complete', async ({ page }) => { + // Create a todo + const todoInput = page.locator('.new-todo'); + await todoInput.fill('Complete tutorial'); + await todoInput.press('Enter'); + + // Mark as complete using the toggle checkbox + await page.locator('.todo-list li .toggle').click(); + + // Verify completed state + await expect(page.locator('.todo-list li')).toHaveClass(/completed/); + }); + + test('should filter todos by status', async ({ page }) => { + // Create multiple todos + const todoInput = page.locator('.new-todo'); + await todoInput.fill('Buy groceries'); + await todoInput.press('Enter'); + await todoInput.fill('Write tests'); + await todoInput.press('Enter'); + + // Complete the first todo ("Buy groceries") + await page.locator('.todo-list li .toggle').first().click(); + + // Test Active filter (shows only incomplete todos) + await page.locator('.filters a[href="#/active"]').click(); + await expect(page.locator('.todo-list li')).toHaveCount(1); + await expect(page.locator('.todo-list li')).toContainText('Write tests'); + + // Test Completed filter (shows only completed todos) + await page.locator('.filters a[href="#/completed"]').click(); + await expect(page.locator('.todo-list li')).toHaveCount(1); + await expect(page.locator('.todo-list li')).toContainText('Buy groceries'); + }); +}); +``` + +TEA also creates: +- **`tests/README.md`** - How to run tests, project conventions +- **Definition of Done summary** - What makes a test "good" + +### With Playwright Utils (Optional Enhancement) + +If you have `tea_use_playwright_utils: true` in your config, TEA generates tests using production-ready utilities: + +**Vanilla Playwright:** +```typescript +test('should mark todo as complete', async ({ page, request }) => { + // Manual API call + const response = await request.post('/api/todos', { + data: { title: 'Complete tutorial' } + }); + const todo = await response.json(); + + await page.goto('/'); + await page.locator(`.todo-list li:has-text("${todo.title}") .toggle`).click(); + await expect(page.locator('.todo-list li')).toHaveClass(/completed/); +}); +``` + +**With Playwright Utils:** +```typescript +import { test } from '@seontechnologies/playwright-utils/api-request/fixtures'; +import { expect } from '@playwright/test'; + +test('should mark todo as complete', async ({ page, apiRequest }) => { + // Typed API call with cleaner syntax + const { status, body: todo } = await apiRequest({ + method: 'POST', + path: '/api/todos', + body: { title: 'Complete tutorial' } + }); + + expect(status).toBe(201); + await page.goto('/'); + await page.locator(`.todo-list li:has-text("${todo.title}") .toggle`).click(); + await expect(page.locator('.todo-list li')).toHaveClass(/completed/); +}); +``` + +**Benefits:** +- Type-safe API responses (`{ status, body }`) +- Automatic retry for 5xx errors +- Built-in schema validation +- Cleaner, more maintainable code + +See [Integrate Playwright Utils](/docs/how-to/customization/integrate-playwright-utils.md) to enable this. + +--- + +## Step 4: Run and Validate (5 minutes) + +Time to see your tests in action! + +### Run the Tests + +```bash +npx playwright test +``` + +You should see: +``` +Running 3 tests using 1 worker + + ✓ tests/e2e/todomvc.spec.ts:7:3 › should create a new todo (2s) + ✓ tests/e2e/todomvc.spec.ts:15:3 › should mark todo as complete (2s) + ✓ tests/e2e/todomvc.spec.ts:30:3 › should filter todos by status (3s) + + 3 passed (7s) +``` + +All green! Your tests are passing against the existing TodoMVC app. + +### View Test Report + +```bash +npx playwright show-report +``` + +Opens a beautiful HTML report showing: +- Test execution timeline +- Screenshots (if any failures) +- Trace viewer for debugging + +### What Just Happened? + +You used **TEA Lite** to: +1. Scaffold a production-ready test framework (`*framework`) +2. Create a risk-based test plan (`*test-design`) +3. Generate comprehensive tests (`*automate`) +4. Run tests against an existing application + +All in 30 minutes! + +--- + +## What You Learned + +Congratulations! You've completed the TEA Lite tutorial. You learned: + +### TEA Workflows +- `*framework` - Scaffold test infrastructure +- `*test-design` - Risk-based test planning +- `*automate` - Generate tests for existing features + +### TEA Principles +- **Risk-based testing** - Depth scales with impact (P0 vs P3) +- **Test design first** - Plan before generating +- **Network-first patterns** - Tests wait for actual responses (no hard waits) +- **Production-ready from day one** - Not toy examples + +### Key Takeaway + +TEA Lite (just `*automate`) is perfect for: +- Beginners learning TEA fundamentals +- Testing existing applications +- Quick test coverage expansion +- Teams wanting fast results + +--- + +## Understanding ATDD vs Automate + +This tutorial used `*automate` to generate tests for **existing features** (tests pass immediately). + +**When to use `*automate`:** +- Feature already exists +- Want to add test coverage +- Tests should pass on first run + +**When to use `*atdd`:** +- Feature doesn't exist yet (TDD workflow) +- Want failing tests BEFORE implementation +- Following red → green → refactor cycle + +See [How to Run ATDD](/docs/how-to/workflows/run-atdd.md) for the TDD approach. + +--- + +## Next Steps + +### Level Up Your TEA Skills + +**How-To Guides** (task-oriented): +- [How to Run Test Design](/docs/how-to/workflows/run-test-design.md) - Deep dive into risk assessment +- [How to Run ATDD](/docs/how-to/workflows/run-atdd.md) - Generate failing tests first (TDD) +- [How to Set Up CI Pipeline](/docs/how-to/workflows/setup-ci.md) - Automate test execution +- [How to Review Test Quality](/docs/how-to/workflows/run-test-review.md) - Audit test quality + +**Explanation** (understanding-oriented): +- [TEA Overview](/docs/explanation/features/tea-overview.md) - Complete TEA capabilities +- [Testing as Engineering](/docs/explanation/philosophy/testing-as-engineering.md) - **Why TEA exists** (problem + solution) +- [Risk-Based Testing](/docs/explanation/tea/risk-based-testing.md) - How risk scoring works + +**Reference** (quick lookup): +- [TEA Command Reference](/docs/reference/tea/commands.md) - All 8 TEA workflows +- [TEA Configuration](/docs/reference/tea/configuration.md) - Config options +- [Glossary](/docs/reference/glossary/index.md) - TEA terminology + +### Try TEA Solo + +Ready for standalone usage without full BMad Method? Use TEA Solo: +- Run any TEA workflow independently +- Bring your own requirements +- Use on non-BMad projects + +See [TEA Overview](/docs/explanation/features/tea-overview.md) for engagement models. + +### Go Full TEA Integrated + +Want the complete quality operating model? Try TEA Integrated with BMad Method: +- Phase 2: Planning with NFR assessment +- Phase 3: Architecture testability review +- Phase 4: Per-epic test design → ATDD → automate +- Release Gate: Coverage traceability and gate decisions + +See [BMad Method Documentation](/) for the full workflow. + +--- + +## Troubleshooting + +### Tests Failing? + +**Problem:** Tests can't find elements +**Solution:** TodoMVC doesn't use test IDs or accessible roles consistently. The selectors in this tutorial use CSS classes that match TodoMVC's actual structure: +```typescript +// TodoMVC uses these CSS classes: +page.locator('.new-todo') // Input field +page.locator('.todo-list li') // Todo items +page.locator('.toggle') // Checkbox + +// If testing your own app, prefer accessible selectors: +page.getByRole('textbox') +page.getByRole('listitem') +page.getByRole('checkbox') +``` + +**Note:** In production code, use accessible selectors (`getByRole`, `getByLabel`, `getByText`) for better resilience. TodoMVC is used here for learning, not as a selector best practice example. + +**Problem:** Network timeout +**Solution:** Increase timeout in `playwright.config.ts`: +```typescript +use: { + timeout: 30000, // 30 seconds +} +``` + +### Need Help? + +- **Documentation:** +- **GitHub Issues:** +- **Discord:** Join the BMAD community + +--- + +## Feedback + +Found this tutorial helpful? Have suggestions? Open an issue on GitHub! + +Generated with [BMad Method](https://bmad-method.org) - TEA (Test Architect) diff --git a/package.json b/package.json index 7cf03d1c..14b0b42c 100644 --- a/package.json +++ b/package.json @@ -34,6 +34,7 @@ "flatten": "node tools/flattener/main.js", "format:check": "prettier --check \"**/*.{js,cjs,mjs,json,yaml}\"", "format:fix": "prettier --write \"**/*.{js,cjs,mjs,json,yaml}\"", + "format:fix:staged": "prettier --write", "install:bmad": "node tools/cli/bmad-cli.js install", "lint": "eslint . --ext .js,.cjs,.mjs,.yaml --max-warnings=0", "lint:fix": "eslint . --ext .js,.cjs,.mjs,.yaml --fix", @@ -53,14 +54,14 @@ "lint-staged": { "*.{js,cjs,mjs}": [ "npm run lint:fix", - "npm run format:fix" + "npm run format:fix:staged" ], "*.yaml": [ "eslint --fix", - "npm run format:fix" + "npm run format:fix:staged" ], "*.json": [ - "npm run format:fix" + "npm run format:fix:staged" ], "*.md": [ "markdownlint-cli2" From 96f21be73ecf64a8e3bc5ec1b226e07ae6d8a714 Mon Sep 17 00:00:00 2001 From: Alex Verkhovsky Date: Thu, 15 Jan 2026 14:41:57 -0800 Subject: [PATCH 11/31] docs: optimize style guide for LLM readers (#1321) * docs: optimize style guide for LLM readers Restructure documentation style guide with dependency-first ordering and LLM-optimized content based on editorial-review-structure analysis. Key changes: - Add Universal Formatting Rules section at top (consolidated anti-patterns) - Move Visual Hierarchy and formatting rules before document types - Add Document Types decision table for type selection - Move Before/After example to follow Visual Hierarchy - Merge Links/Images into single Assets table - Move tutorial-specific checklist into Tutorial Structure section - Move Validation Steps to end (submission workflow) - Cut abstract Quick Principles (no execution value for LLMs) - Remove emotional/orientation language throughout - Condense FAQ Sections structure Result: ~35% reduction (539 deletions, 383 insertions) with improved parseability for AI agents writing documentation. Co-Authored-By: Claude Opus 4.5 * docs: clarify explanation checklist admonition limit Disambiguate 2-3 admonitions max to explicitly show it is a per-document limit that still respects the universal per-section rule. Co-Authored-By: Claude Opus 4.5 * docs: clarify header budget vs structure template relationship Add note explaining that structure templates show content flow, not 1:1 header mapping. Admonitions and inline elements are within sections. Co-Authored-By: Claude Opus 4.5 * docs: remove horizontal rules to follow own guidelines Remove all --- section separators to comply with Universal Formatting Rules. The ## headers provide sufficient visual separation. Co-Authored-By: Claude Opus 4.5 * docs: address PR review findings for style guide - Fix forward reference in Header Budget section - Clarify descriptions rule scope (tables and 5+ item lists) - Restore realistic FAQ examples - Add qualifier to admonition content length guideline Co-Authored-By: Claude Opus 4.5 * docs: further optimize style guide as delta-only document - Add opener declaring adherence to Google Style Guide and Diataxis - Remove generic Google style guide sections (Visual Hierarchy patterns, Tables constraints, Code Blocks, Lists, Assets) - Remove Diataxis explainer content (Document Types table, "X documents do Y" explanatory sentences, Before/After example) - Keep all project-specific structure templates and checklists - Consolidate rules into single Project-Specific Rules table Result: 367 lines (down from 597), pure delta document assuming LLM training knowledge of baseline standards. Co-Authored-By: Claude Opus 4.5 --------- Co-authored-by: Claude Opus 4.5 --- docs/_STYLE_GUIDE.md | 799 +++++++++++-------------------------------- 1 file changed, 200 insertions(+), 599 deletions(-) diff --git a/docs/_STYLE_GUIDE.md b/docs/_STYLE_GUIDE.md index 008557e1..4966ec3a 100644 --- a/docs/_STYLE_GUIDE.md +++ b/docs/_STYLE_GUIDE.md @@ -2,416 +2,304 @@ title: "Documentation Style Guide" --- -Internal guidelines for maintaining consistent, high-quality documentation across the BMad Method project. This document is not included in the Starlight sidebar — it's for contributors and maintainers, not end users. +This project adheres to the [Google Developer Documentation Style Guide](https://developers.google.com/style) and uses [Diataxis](https://diataxis.fr/) to structure content. Only project-specific conventions follow. -## Quick Principles +## Project-Specific Rules -1. **Clarity over brevity** — Be concise, but never at the cost of understanding -2. **Consistent structure** — Follow established patterns so readers know what to expect -3. **Strategic visuals** — Use admonitions, tables, and diagrams purposefully -4. **Scannable content** — Headers, lists, and callouts help readers find what they need +| Rule | Specification | +|------|---------------| +| No horizontal rules (`---`) | Fragments reading flow | +| No `####` headers | Use bold text or admonitions instead | +| No "Related" or "Next:" sections | Sidebar handles navigation | +| No deeply nested lists | Break into sections instead | +| No code blocks for non-code | Use admonitions for dialogue examples | +| No bold paragraphs for callouts | Use admonitions instead | +| 1-2 admonitions per section max | Tutorials allow 3-4 per major section | +| Table cells / list items | 1-2 sentences max | +| Header budget | 8-12 `##` per doc; 2-3 `###` per section | -## Validation Steps +## Admonitions (Starlight Syntax) -Before submitting documentation changes, run these checks from the repo root: +```md +:::tip[Title] +Shortcuts, best practices +::: -1. **Fix link format** — Convert relative links (`./`, `../`) to site-relative paths (`/path/`) - ```bash - npm run docs:fix-links # Preview changes - npm run docs:fix-links -- --write # Apply changes - ``` +:::note[Title] +Context, definitions, examples, prerequisites +::: -2. **Validate links** — Check all links point to existing files - ```bash - npm run docs:validate-links # Preview issues - npm run docs:validate-links -- --write # Auto-fix where possible - ``` +:::caution[Title] +Caveats, potential issues +::: -3. **Build the site** — Verify no build errors - ```bash - npm run docs:build - ``` +:::danger[Title] +Critical warnings only — data loss, security issues +::: +``` + +### Standard Uses + +| Admonition | Use For | +|------------|---------| +| `:::note[Prerequisites]` | Dependencies before starting | +| `:::tip[Quick Path]` | TL;DR summary at document top | +| `:::caution[Important]` | Critical caveats | +| `:::note[Example]` | Command/response examples | + +## Standard Table Formats + +**Phases:** + +```md +| Phase | Name | What Happens | +|-------|------|--------------| +| 1 | Analysis | Brainstorm, research *(optional)* | +| 2 | Planning | Requirements — PRD or tech-spec *(required)* | +``` + +**Commands:** + +```md +| Command | Agent | Purpose | +|---------|-------|---------| +| `*workflow-init` | Analyst | Initialize a new project | +| `*prd` | PM | Create Product Requirements Document | +``` + +## Folder Structure Blocks + +Show in "What You've Accomplished" sections: + +````md +``` +your-project/ +├── _bmad/ # BMad configuration +├── _bmad-output/ +│ ├── PRD.md # Your requirements document +│ └── bmm-workflow-status.yaml # Progress tracking +└── ... +``` +```` ## Tutorial Structure -Every tutorial should follow this structure: - -``` -1. Title + Hook (1-2 sentences describing the outcome) -2. Version/Module Notice (info or warning admonition as appropriate) +```text +1. Title + Hook (1-2 sentences describing outcome) +2. Version/Module Notice (info or warning admonition) (optional) 3. What You'll Learn (bullet list of outcomes) 4. Prerequisites (info admonition) 5. Quick Path (tip admonition - TL;DR summary) 6. Understanding [Topic] (context before steps - tables for phases/agents) -7. Installation (if applicable) +7. Installation (optional) 8. Step 1: [First Major Task] 9. Step 2: [Second Major Task] 10. Step 3: [Third Major Task] -11. What You've Accomplished (summary + folder structure if applicable) +11. What You've Accomplished (summary + folder structure) 12. Quick Reference (commands table) 13. Common Questions (FAQ format) 14. Getting Help (community links) -15. Key Takeaways (tip admonition - memorable points) +15. Key Takeaways (tip admonition) ``` -Not all sections are required for every tutorial, but this is the standard flow. +### Tutorial Checklist + +- [ ] Hook describes outcome in 1-2 sentences +- [ ] "What You'll Learn" section present +- [ ] Prerequisites in admonition +- [ ] Quick Path TL;DR admonition at top +- [ ] Tables for phases, commands, agents +- [ ] "What You've Accomplished" section present +- [ ] Quick Reference table present +- [ ] Common Questions section present +- [ ] Getting Help section present +- [ ] Key Takeaways admonition at end ## How-To Structure -How-to guides are task-focused and shorter than tutorials. They answer "How do I do X?" for users who already understand the basics. - -``` +```text 1. Title + Hook (one sentence: "Use the `X` workflow to...") 2. When to Use This (bullet list of scenarios) -3. When to Skip This (optional - for workflows that aren't always needed) +3. When to Skip This (optional) 4. Prerequisites (note admonition) 5. Steps (numbered ### subsections) 6. What You Get (output/artifacts produced) -7. Example (optional - concrete usage scenario) -8. Tips (optional - best practices, common pitfalls) -9. Next Steps (optional - what to do after completion) +7. Example (optional) +8. Tips (optional) +9. Next Steps (optional) ``` -Include sections only when they add value. A simple how-to might only need Hook, Prerequisites, Steps, and What You Get. - -### How-To vs Tutorial - -| Aspect | How-To | Tutorial | -|--------|--------|----------| -| **Length** | 50-150 lines | 200-400 lines | -| **Audience** | Users who know the basics | New users learning concepts | -| **Focus** | Complete a specific task | Understand a workflow end-to-end | -| **Sections** | 5-8 sections | 12-15 sections | -| **Examples** | Brief, inline | Detailed, step-by-step | - -### How-To Visual Elements - -Use admonitions strategically in how-to guides: - -| Admonition | Use In How-To | -|------------|---------------| -| `:::note[Prerequisites]` | Required dependencies, agents, prior steps | -| `:::tip[Pro Tip]` | Optional shortcuts or best practices | -| `:::caution[Common Mistake]` | Pitfalls to avoid | -| `:::note[Example]` | Brief usage example inline with steps | - -**Guidelines:** -- **1-2 admonitions max** per how-to (they're shorter than tutorials) -- **Prerequisites as admonition** makes scanning easier -- **Tips section** can be a flat list instead of admonition if there are multiple tips -- **Skip admonitions entirely** for very simple how-tos - ### How-To Checklist -Before submitting a how-to: - -- [ ] Hook is one clear sentence starting with "Use the `X` workflow to..." -- [ ] When to Use This has 3-5 bullet points -- [ ] Prerequisites listed (admonition or flat list) +- [ ] Hook starts with "Use the `X` workflow to..." +- [ ] "When to Use This" has 3-5 bullet points +- [ ] Prerequisites listed - [ ] Steps are numbered `###` subsections with action verbs -- [ ] What You Get describes output artifacts -- [ ] No horizontal rules (`---`) -- [ ] No `####` headers -- [ ] No "Related" section (sidebar handles navigation) -- [ ] 1-2 admonitions maximum +- [ ] "What You Get" describes output artifacts ## Explanation Structure -Explanation documents help users understand concepts, features, and design decisions. They answer "What is X?" and "Why does X matter?" rather than "How do I do X?" +### Types -### Types of Explanation Documents +| Type | Example | +|------|---------| +| **Index/Landing** | `core-concepts/index.md` | +| **Concept** | `what-are-agents.md` | +| **Feature** | `quick-flow.md` | +| **Philosophy** | `why-solutioning-matters.md` | +| **FAQ** | `brownfield-faq.md` | -| Type | Purpose | Example | -|------|---------|---------| -| **Index/Landing** | Overview of a topic area with navigation | `core-concepts/index.md` | -| **Concept** | Define and explain a core concept | `what-are-agents.md` | -| **Feature** | Deep dive into a specific capability | `quick-flow.md` | -| **Philosophy** | Explain design decisions and rationale | `why-solutioning-matters.md` | -| **FAQ** | Answer common questions (see FAQ Sections below) | `brownfield-faq.md` | +### General Template -### General Explanation Structure - -``` -1. Title + Hook (1-2 sentences explaining the topic) +```text +1. Title + Hook (1-2 sentences) 2. Overview/Definition (what it is, why it matters) -3. Key Concepts (### subsections for main ideas) -4. Comparison Table (optional - when comparing options) -5. When to Use / When Not to Use (optional - decision guidance) -6. Diagram (optional - mermaid for processes/flows) -7. Next Steps (optional - where to go from here) +3. Key Concepts (### subsections) +4. Comparison Table (optional) +5. When to Use / When Not to Use (optional) +6. Diagram (optional - mermaid, 1 per doc max) +7. Next Steps (optional) ``` ### Index/Landing Pages -Index pages orient users within a topic area. - -``` -1. Title + Hook (one sentence overview) +```text +1. Title + Hook (one sentence) 2. Content Table (links with descriptions) -3. Getting Started (numbered list for new users) -4. Choose Your Path (optional - decision tree for different goals) +3. Getting Started (numbered list) +4. Choose Your Path (optional - decision tree) ``` -**Example hook:** "Understanding the fundamental building blocks of the BMad Method." - ### Concept Explainers -Concept pages define and explain core ideas. - +```text +1. Title + Hook (what it is) +2. Types/Categories (### subsections) (optional) +3. Key Differences Table +4. Components/Parts +5. Which Should You Use? +6. Creating/Customizing (pointer to how-to guides) ``` -1. Title + Hook (what it is in one sentence) -2. Types/Categories (if applicable, with ### subsections) -3. Key Differences Table (comparing types/options) -4. Components/Parts (breakdown of elements) -5. Which Should You Use? (decision guidance) -6. Creating/Customizing (brief pointer to how-to guides) -``` - -**Example hook:** "Agents are AI assistants that help you accomplish tasks. Each agent has a unique personality, specialized capabilities, and an interactive menu." ### Feature Explainers -Feature pages provide deep dives into specific capabilities. - -``` -1. Title + Hook (what the feature does) +```text +1. Title + Hook (what it does) 2. Quick Facts (optional - "Perfect for:", "Time to:") -3. When to Use / When Not to Use (with bullet lists) -4. How It Works (process overview, mermaid diagram if helpful) -5. Key Benefits (what makes it valuable) -6. Comparison Table (vs alternatives if applicable) -7. When to Graduate/Upgrade (optional - when to use something else) +3. When to Use / When Not to Use +4. How It Works (mermaid diagram optional) +5. Key Benefits +6. Comparison Table (optional) +7. When to Graduate/Upgrade (optional) ``` -**Example hook:** "Quick Spec Flow is a streamlined alternative to the full BMad Method for Quick Flow track projects." - ### Philosophy/Rationale Documents -Philosophy pages explain design decisions and reasoning. - +```text +1. Title + Hook (the principle) +2. The Problem +3. The Solution +4. Key Principles (### subsections) +5. Benefits +6. When This Applies ``` -1. Title + Hook (the principle or decision) -2. The Problem (what issue this addresses) -3. The Solution (how this approach solves it) -4. Key Principles (### subsections for main ideas) -5. Benefits (what users gain) -6. When This Applies (scope of the principle) -``` - -**Example hook:** "Phase 3 (Solutioning) translates **what** to build (from Planning) into **how** to build it (technical design)." - -### Explanation Visual Elements - -Use these elements strategically in explanation documents: - -| Element | Use For | -|---------|---------| -| **Comparison tables** | Contrasting types, options, or approaches | -| **Mermaid diagrams** | Process flows, phase sequences, decision trees | -| **"Best for:" lists** | Quick decision guidance | -| **Code examples** | Illustrating concepts (keep brief) | - -**Guidelines:** -- **Use diagrams sparingly** — one mermaid diagram per document maximum -- **Tables over prose** — for any comparison of 3+ items -- **Avoid step-by-step instructions** — point to how-to guides instead ### Explanation Checklist -Before submitting an explanation document: - -- [ ] Hook clearly states what the document explains -- [ ] Content organized into scannable `##` sections -- [ ] Comparison tables used for contrasting options -- [ ] No horizontal rules (`---`) -- [ ] No `####` headers -- [ ] No "Related" section (sidebar handles navigation) -- [ ] No "Next:" navigation links (sidebar handles navigation) -- [ ] Diagrams have clear labels and flow -- [ ] Links to how-to guides for "how do I do this?" questions -- [ ] 2-3 admonitions maximum +- [ ] Hook states what document explains +- [ ] Content in scannable `##` sections +- [ ] Comparison tables for 3+ options +- [ ] Diagrams have clear labels +- [ ] Links to how-to guides for procedural questions +- [ ] 2-3 admonitions max per document ## Reference Structure -Reference documents provide quick lookup information for users who know what they're looking for. They answer "What are the options?" and "What does X do?" rather than explaining concepts or teaching skills. +### Types -### Types of Reference Documents - -| Type | Purpose | Example | -|------|---------|---------| -| **Index/Landing** | Navigation to reference content | `workflows/index.md` | -| **Catalog** | Quick-reference list of items | `agents/index.md` | -| **Deep-Dive** | Detailed single-item reference | `document-project.md` | -| **Configuration** | Settings and config documentation | `core-tasks.md` | -| **Glossary** | Term definitions | `glossary/index.md` | -| **Comprehensive** | Extensive multi-item reference | `bmgd-workflows.md` | +| Type | Example | +|------|---------| +| **Index/Landing** | `workflows/index.md` | +| **Catalog** | `agents/index.md` | +| **Deep-Dive** | `document-project.md` | +| **Configuration** | `core-tasks.md` | +| **Glossary** | `glossary/index.md` | +| **Comprehensive** | `bmgd-workflows.md` | ### Reference Index Pages -For navigation landing pages: - -``` -1. Title + Hook (one sentence describing scope) -2. Content Sections (## for each category) - - Bullet list with links and brief descriptions -``` - -Keep these minimal — their job is navigation, not explanation. - -### Catalog Reference (Item Lists) - -For quick-reference lists of items: - -``` +```text 1. Title + Hook (one sentence) +2. Content Sections (## for each category) + - Bullet list with links and descriptions +``` + +### Catalog Reference + +```text +1. Title + Hook 2. Items (## for each item) - Brief description (one sentence) - **Commands:** or **Key Info:** as flat list -3. Universal/Shared (## section if applicable) +3. Universal/Shared (## section) (optional) ``` -**Guidelines:** -- Use `##` for items, not `###` -- No horizontal rules between items — whitespace is sufficient -- No "Related" section — sidebar handles navigation -- Keep descriptions to 1 sentence per item - ### Item Deep-Dive Reference -For detailed single-item documentation: - -``` +```text 1. Title + Hook (one sentence purpose) 2. Quick Facts (optional note admonition) - Module, Command, Input, Output as list 3. Purpose/Overview (## section) 4. How to Invoke (code block) -5. Key Sections (## for each major aspect) - - Use ### for sub-options within sections +5. Key Sections (## for each aspect) + - Use ### for sub-options 6. Notes/Caveats (tip or caution admonition) ``` -**Guidelines:** -- Start with "quick facts" so readers immediately know scope -- Use admonitions for important caveats -- No "Related Documentation" section — sidebar handles this - ### Configuration Reference -For settings, tasks, and config documentation: - -``` -1. Title + Hook (one sentence explaining what these configure) +```text +1. Title + Hook 2. Table of Contents (jump links if 4+ items) 3. Items (## for each config/task) - - **Bold summary** — one sentence describing what it does - - **Use it when:** bullet list of scenarios - - **How it works:** numbered steps - - **Output:** expected result (if applicable) + - **Bold summary** — one sentence + - **Use it when:** bullet list + - **How it works:** numbered steps (3-5 max) + - **Output:** expected result (optional) ``` -**Guidelines:** -- Table of contents only needed for 4+ items -- Keep "How it works" to 3-5 steps maximum -- No horizontal rules between items - -### Glossary Reference - -For term definitions: - -``` -1. Title + Hook (one sentence) -2. Navigation (jump links to categories) -3. Categories (## for each category) - - Terms (### for each term) - - Definition (1-3 sentences, no prefix) - - Related context or example (optional) -``` - -**Guidelines:** -- Group related terms into categories -- Keep definitions concise — link to explanation docs for depth -- Use `###` for terms (makes them linkable and scannable) -- No horizontal rules between terms - ### Comprehensive Reference Guide -For extensive multi-item references: - -``` -1. Title + Hook (one sentence) +```text +1. Title + Hook 2. Overview (## section) - Diagram or table showing organization 3. Major Sections (## for each phase/category) - Items (### for each item) - Standardized fields: Command, Agent, Input, Output, Description - - Optional: Steps, Features, Use when -4. Next Steps (optional — only if genuinely helpful) +4. Next Steps (optional) ``` -**Guidelines:** -- Standardize item fields across all items in the guide -- Use tables for comparing multiple items at once -- One diagram maximum per document -- No horizontal rules — use `##` sections for separation - -### General Reference Guidelines - -These apply to all reference documents: - -| Do | Don't | -|----|-------| -| Use `##` for major sections, `###` for items within | Use `####` headers | -| Use whitespace for separation | Use horizontal rules (`---`) | -| Link to explanation docs for "why" | Explain concepts inline | -| Use tables for structured data | Use nested lists | -| Use admonitions for important notes | Use bold paragraphs for callouts | -| Keep descriptions to 1-2 sentences | Write paragraphs of explanation | - -### Reference Admonitions - -Use sparingly — 1-2 maximum per reference document: - -| Admonition | Use In Reference | -|------------|------------------| -| `:::note[Prerequisites]` | Dependencies needed before using | -| `:::tip[Pro Tip]` | Shortcuts or advanced usage | -| `:::caution[Important]` | Critical caveats or warnings | - ### Reference Checklist -Before submitting a reference document: - -- [ ] Hook clearly states what the document references -- [ ] Appropriate structure for reference type (catalog, deep-dive, etc.) -- [ ] No horizontal rules (`---`) -- [ ] No `####` headers -- [ ] No "Related" section (sidebar handles navigation) +- [ ] Hook states what document references +- [ ] Structure matches reference type - [ ] Items use consistent structure throughout -- [ ] Descriptions are 1-2 sentences maximum -- [ ] Tables used for structured/comparative data -- [ ] 1-2 admonitions maximum +- [ ] Tables for structured/comparative data - [ ] Links to explanation docs for conceptual depth +- [ ] 1-2 admonitions max ## Glossary Structure -Glossaries provide quick-reference definitions for project terminology. Unlike other reference documents, glossaries prioritize compact scanability over narrative explanation. +Starlight generates right-side "On this page" navigation from headers: -### Layout Strategy - -Starlight auto-generates a right-side "On this page" navigation from headers. Use this to your advantage: - -- **Categories as `##` headers** — Appear in right nav for quick jumping -- **Terms in tables** — Compact rows, not individual headers -- **No inline TOC** — Right sidebar handles navigation; inline TOC is redundant -- **Right nav shows categories only** — Cleaner than listing every term - -This approach reduces content length by ~70% while improving navigation. +- Categories as `##` headers — appear in right nav +- Terms in tables — compact rows, not individual headers +- No inline TOC — right sidebar handles navigation ### Table Format -Each category uses a two-column table: - ```md ## Category Name @@ -421,250 +309,35 @@ Each category uses a two-column table: | **Workflow** | Multi-step guided process that orchestrates AI agent activities to produce deliverables. | ``` -### Definition Guidelines +### Definition Rules | Do | Don't | |----|-------| | Start with what it IS or DOES | Start with "This is..." or "A [term] is..." | | Keep to 1-2 sentences | Write multi-paragraph explanations | -| Bold the term name in the cell | Use plain text for terms | -| Link to docs for deep dives | Explain full concepts inline | +| Bold term name in cell | Use plain text for terms | ### Context Markers -For terms with limited scope, add italic context at the start of the definition: +Add italic context at definition start for limited-scope terms: -```md -| **Tech-Spec** | *Quick Flow only.* Comprehensive technical plan for small changes. | -| **PRD** | *BMad Method/Enterprise.* Product-level planning document with vision and goals. | -``` - -Standard markers: - `*Quick Flow only.*` - `*BMad Method/Enterprise.*` - `*Phase N.*` - `*BMGD.*` - `*Brownfield.*` -### Cross-References - -Link related terms when helpful. Reference the category anchor since individual terms aren't headers: - -```md -| **Tech-Spec** | *Quick Flow only.* Technical plan for small changes. See [PRD](#planning-documents). | -``` - -### Organization - -- **Alphabetize terms** within each category table -- **Alphabetize categories** or order by logical progression (foundational → specific) -- **No catch-all sections** — Every term belongs in a specific category - ### Glossary Checklist -Before submitting glossary changes: - - [ ] Terms in tables, not individual headers -- [ ] Terms alphabetized within each category -- [ ] No inline TOC (right nav handles navigation) -- [ ] No horizontal rules (`---`) -- [ ] Definitions are 1-2 sentences -- [ ] Context markers italicized at definition start -- [ ] Term names bolded in table cells +- [ ] Terms alphabetized within categories +- [ ] Definitions 1-2 sentences +- [ ] Context markers italicized +- [ ] Term names bolded in cells - [ ] No "A [term] is..." definitions -## Visual Hierarchy - -### Avoid - -| Pattern | Problem | -|---------|---------| -| `---` horizontal rules | Fragment the reading flow | -| `####` deep headers | Create visual noise | -| **Important:** bold paragraphs | Blend into body text | -| Deeply nested lists | Hard to scan | -| Code blocks for non-code | Confusing semantics | - -### Use Instead - -| Pattern | When to Use | -|---------|-------------| -| White space + section headers | Natural content separation | -| Bold text within paragraphs | Inline emphasis | -| Admonitions | Callouts that need attention | -| Tables | Structured comparisons | -| Flat lists | Scannable options | - -## Admonitions - -Use Starlight admonitions strategically: - -```md -:::tip[Title] -Shortcuts, best practices, "pro tips" -::: - -:::note[Title] -Context, definitions, examples, prerequisites -::: - -:::caution[Title] -Caveats, potential issues, things to watch out for -::: - -:::danger[Title] -Critical warnings only — data loss, security issues -::: -``` - -### Standard Admonition Uses - -| Admonition | Standard Use in Tutorials | -|------------|---------------------------| -| `:::note[Prerequisites]` | What users need before starting | -| `:::tip[Quick Path]` | TL;DR summary at top of tutorial | -| `:::caution[Fresh Chats]` | Context limitation reminders | -| `:::note[Example]` | Command/response examples | -| `:::tip[Check Your Status]` | How to verify progress | -| `:::tip[Remember These]` | Key takeaways at end | - -### Admonition Guidelines - -- **Always include a title** for tip, info, and warning -- **Keep content brief** — 1-3 sentences ideal -- **Don't overuse** — More than 3-4 per major section feels noisy -- **Don't nest** — Admonitions inside admonitions are hard to read - -## Headers - -### Budget - -- **8-12 `##` sections** for full tutorials following standard structure -- **2-3 `###` subsections** per `##` section maximum -- **Avoid `####` entirely** — use bold text or admonitions instead - -### Naming - -- Use action verbs for steps: "Install BMad", "Create Your Plan" -- Use nouns for reference sections: "Common Questions", "Quick Reference" -- Keep headers short and scannable - -## Code Blocks - -### Do - -```md -```bash -npx bmad-method install -``` -``` - -### Don't - -````md -``` -You: Do something -Agent: [Response here] -``` -```` - -For command/response examples, use an admonition instead: - -```md -:::note[Example] -Run `workflow-status` and the agent will tell you the next recommended workflow. -::: -``` - -## Tables - -Use tables for: -- Phases and what happens in each -- Agent roles and when to use them -- Command references -- Comparing options -- Step sequences with multiple attributes - -Keep tables simple: -- 2-4 columns maximum -- Short cell content -- Left-align text, right-align numbers - -### Standard Tables - -**Phases Table:** -```md -| Phase | Name | What Happens | -|-------|------|--------------| -| 1 | Analysis | Brainstorm, research *(optional)* | -| 2 | Planning | Requirements — PRD or tech-spec *(required)* | -``` - -**Quick Reference Table:** -```md -| Command | Agent | Purpose | -|---------|-------|---------| -| `*workflow-init` | Analyst | Initialize a new project | -| `*prd` | PM | Create Product Requirements Document | -``` - -**Build Cycle Table:** -```md -| Step | Agent | Workflow | Purpose | -|------|-------|----------|---------| -| 1 | SM | `create-story` | Create story file from epic | -| 2 | DEV | `dev-story` | Implement the story | -``` - -## Lists - -### Flat Lists (Preferred) - -```md -- **Option A** — Description of option A -- **Option B** — Description of option B -- **Option C** — Description of option C -``` - -### Numbered Steps - -```md -1. Load the **PM agent** in a new chat -2. Run the PRD workflow: `*prd` -3. Output: `PRD.md` -``` - -### Avoid Deep Nesting - -```md - -1. First step - - Sub-step A - - Detail 1 - - Detail 2 - - Sub-step B -2. Second step -``` - -Instead, break into separate sections or use an admonition for context. - -## Links - -- Use descriptive link text: `[Tutorial Style Guide](./tutorial-style.md)` -- Avoid "click here" or bare URLs -- Prefer relative paths within docs - -## Images - -- Always include alt text -- Add a caption in italics below: `*Description of the image.*` -- Use SVG for diagrams when possible -- Store in `./images/` relative to the document - ## FAQ Sections -Use a TOC with jump links, `###` headers for questions, and direct answers: - ```md ## Questions @@ -679,88 +352,16 @@ Only for BMad Method and Enterprise tracks. Quick Flow skips to implementation. Yes. The SM agent has a `correct-course` workflow for handling scope changes. -**Have a question not answered here?** Please [open an issue](...) or ask in [Discord](...) so we can add it! +**Have a question not answered here?** [Open an issue](...) or ask in [Discord](...). ``` -### FAQ Guidelines +## Validation Commands -- **TOC at top** — Jump links under `## Questions` for quick navigation -- **`###` headers** — Questions are scannable and linkable (no `Q:` prefix) -- **Direct answers** — No `**A:**` prefix, just the answer -- **No "Related Documentation"** — Sidebar handles navigation; avoid repetitive links -- **End with CTA** — "Have a question not answered here?" with issue/Discord links - -## Folder Structure Blocks - -Show project structure in "What You've Accomplished": - -````md -Your project now has: +Before submitting documentation changes: +```bash +npm run docs:fix-links # Preview link format fixes +npm run docs:fix-links -- --write # Apply fixes +npm run docs:validate-links # Check links exist +npm run docs:build # Verify no build errors ``` -your-project/ -├── _bmad/ # BMad configuration -├── _bmad-output/ -│ ├── PRD.md # Your requirements document -│ └── bmm-workflow-status.yaml # Progress tracking -└── ... -``` -```` - -## Example: Before and After - -### Before (Noisy) - -```md ---- - -## Getting Started - -### Step 1: Initialize - -#### What happens during init? - -**Important:** You need to describe your project. - -1. Your project goals - - What you want to build - - Why you're building it -2. The complexity - - Small, medium, or large - ---- -``` - -### After (Clean) - -```md -## Step 1: Initialize Your Project - -Load the **Analyst agent** in your IDE, wait for the menu, then run `workflow-init`. - -:::note[What Happens] -You'll describe your project goals and complexity. The workflow then recommends a planning track. -::: -``` - -## Checklist - -Before submitting a tutorial: - -- [ ] Follows the standard structure -- [ ] Has version/module notice if applicable -- [ ] Has "What You'll Learn" section -- [ ] Has Prerequisites admonition -- [ ] Has Quick Path TL;DR admonition -- [ ] No horizontal rules (`---`) -- [ ] No `####` headers -- [ ] Admonitions used for callouts (not bold paragraphs) -- [ ] Tables used for structured data (phases, commands, agents) -- [ ] Lists are flat (no deep nesting) -- [ ] Has "What You've Accomplished" section -- [ ] Has Quick Reference table -- [ ] Has Common Questions section -- [ ] Has Getting Help section -- [ ] Has Key Takeaways admonition -- [ ] All links use descriptive text -- [ ] Images have alt text and captions From 43f7eee29a13ec92c8270e3d3f38848684f3c4b9 Mon Sep 17 00:00:00 2001 From: Murat K Ozcan <34237651+muratkeremozcan@users.noreply.github.com> Date: Thu, 15 Jan 2026 16:44:14 -0600 Subject: [PATCH 12/31] docs: fix docs build (#1336) * docs: fix docs build * docs: conditional pre-commit * fix: included more LLM exclude patterns * fix: iclude docs:build --------- Co-authored-by: Brian --- .github/workflows/quality.yaml | 21 +++++++++++++++++++ .husky/pre-commit | 13 ++++++++++++ docs/explanation/tea/risk-based-testing.md | 2 +- .../explanation/tea/test-quality-standards.md | 4 ++-- tools/build-docs.js | 13 ++++++++++-- 5 files changed, 48 insertions(+), 5 deletions(-) diff --git a/.github/workflows/quality.yaml b/.github/workflows/quality.yaml index 495b66f5..aa281b4a 100644 --- a/.github/workflows/quality.yaml +++ b/.github/workflows/quality.yaml @@ -69,6 +69,27 @@ jobs: - name: markdownlint run: npm run lint:md + docs: + runs-on: ubuntu-latest + steps: + - name: Checkout + uses: actions/checkout@v4 + + - name: Setup Node + uses: actions/setup-node@v4 + with: + node-version-file: ".nvmrc" + cache: "npm" + + - name: Install dependencies + run: npm ci + + - name: Validate documentation links + run: npm run docs:validate-links + + - name: Build documentation + run: npm run docs:build + validate: runs-on: ubuntu-latest steps: diff --git a/.husky/pre-commit b/.husky/pre-commit index 1397d511..ae9e0c44 100755 --- a/.husky/pre-commit +++ b/.husky/pre-commit @@ -5,3 +5,16 @@ npx --no-install lint-staged # Validate everything npm test + +# Validate docs links only when docs change +if command -v rg >/dev/null 2>&1; then + if git diff --cached --name-only | rg -q '^docs/'; then + npm run docs:validate-links + npm run docs:build + fi +else + if git diff --cached --name-only | grep -Eq '^docs/'; then + npm run docs:validate-links + npm run docs:build + fi +fi diff --git a/docs/explanation/tea/risk-based-testing.md b/docs/explanation/tea/risk-based-testing.md index 554afbb3..d1b35f48 100644 --- a/docs/explanation/tea/risk-based-testing.md +++ b/docs/explanation/tea/risk-based-testing.md @@ -250,7 +250,7 @@ Risk scores inform test priorities (but aren't the only factor): - **Test Levels:** E2E smoke test only - **Example:** Theme customization, experimental features -**Note:** Priorities consider risk scores plus business context (usage frequency, user impact, etc.). See [Test Priorities Matrix](/docs/reference/tea/knowledge-base.md#test-priorities-matrix) for complete criteria. +**Note:** Priorities consider risk scores plus business context (usage frequency, user impact, etc.). See [Test Priorities Matrix](/docs/reference/tea/knowledge-base.md#quality-standards) for complete criteria. ### 3. Mitigation Plans diff --git a/docs/explanation/tea/test-quality-standards.md b/docs/explanation/tea/test-quality-standards.md index 58d5d318..e9c207e4 100644 --- a/docs/explanation/tea/test-quality-standards.md +++ b/docs/explanation/tea/test-quality-standards.md @@ -866,8 +866,8 @@ test('should work with optional button', async ({ page }) => { ## Technical Implementation For detailed test quality patterns, see: -- [Test Quality Fragment](/docs/reference/tea/knowledge-base.md#test-quality) -- [Test Levels Framework Fragment](/docs/reference/tea/knowledge-base.md#test-levels-framework) +- [Test Quality Fragment](/docs/reference/tea/knowledge-base.md#quality-standards) +- [Test Levels Framework Fragment](/docs/reference/tea/knowledge-base.md#quality-standards) - [Complete Knowledge Base Index](/docs/reference/tea/knowledge-base.md) ## Related Concepts diff --git a/tools/build-docs.js b/tools/build-docs.js index 791026b9..97f4f814 100644 --- a/tools/build-docs.js +++ b/tools/build-docs.js @@ -27,7 +27,17 @@ const REPO_URL = 'https://github.com/bmad-code-org/BMAD-METHOD'; const LLM_MAX_CHARS = 600_000; const LLM_WARN_CHARS = 500_000; -const LLM_EXCLUDE_PATTERNS = ['changelog', 'ide-info/', 'v4-to-v6-upgrade', 'downloads/', 'faq']; +const LLM_EXCLUDE_PATTERNS = [ + 'changelog', + 'ide-info/', + 'v4-to-v6-upgrade', + 'downloads/', + 'faq', + '_STYLE_GUIDE.md', + '_archive/', + 'reference/glossary/', + 'explanation/game-dev/', +]; // ============================================================================= // Main Entry Point @@ -335,7 +345,6 @@ function runAstroBuild() { stdio: 'inherit', env: { ...process.env, - NODE_OPTIONS: `${process.env.NODE_OPTIONS || ''} --disable-warning=MODULE_TYPELESS_PACKAGE_JSON`.trim(), }, }); } From 87b1292e3fdd3856182ca3fd9315d99bd4b8e976 Mon Sep 17 00:00:00 2001 From: Murat K Ozcan <34237651+muratkeremozcan@users.noreply.github.com> Date: Thu, 15 Jan 2026 18:01:37 -0600 Subject: [PATCH 13/31] docs: named TEA links consistently (#1337) --- docs/explanation/features/tea-overview.md | 84 +++++++++++++++---- docs/how-to/workflows/run-test-design.md | 2 +- docs/how-to/workflows/setup-test-framework.md | 2 +- tools/build-docs.js | 15 +++- 4 files changed, 84 insertions(+), 19 deletions(-) diff --git a/docs/explanation/features/tea-overview.md b/docs/explanation/features/tea-overview.md index 279f45b5..7f7fef45 100644 --- a/docs/explanation/features/tea-overview.md +++ b/docs/explanation/features/tea-overview.md @@ -55,16 +55,16 @@ If you are unsure, default to the integrated path for your track and adjust late ## TEA Command Catalog -| Command | Primary Outputs | Notes | With Playwright MCP Enhancements | -| -------------- | --------------------------------------------------------------------------------------------- | ---------------------------------------------------- | ------------------------------------------------------------------------------------------------------------ | -| `*framework` | Playwright/Cypress scaffold, `.env.example`, `.nvmrc`, sample specs | Use when no production-ready harness exists | - | -| `*ci` | CI workflow, selective test scripts, secrets checklist | Platform-aware (GitHub Actions default) | - | -| `*test-design` | Combined risk assessment, mitigation plan, and coverage strategy | Risk scoring + optional exploratory mode | **+ Exploratory**: Interactive UI discovery with browser automation (uncover actual functionality) | -| `*atdd` | Failing acceptance tests + implementation checklist | TDD red phase + optional recording mode | **+ Recording**: UI selectors verified with live browser; API tests benefit from trace analysis | +| Command | Primary Outputs | Notes | With Playwright MCP Enhancements | +| -------------- | --------------------------------------------------------------------------------------------- | ---------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------ | +| `*framework` | Playwright/Cypress scaffold, `.env.example`, `.nvmrc`, sample specs | Use when no production-ready harness exists | - | +| `*ci` | CI workflow, selective test scripts, secrets checklist | Platform-aware (GitHub Actions default) | - | +| `*test-design` | Combined risk assessment, mitigation plan, and coverage strategy | Risk scoring + optional exploratory mode | **+ Exploratory**: Interactive UI discovery with browser automation (uncover actual functionality) | +| `*atdd` | Failing acceptance tests + implementation checklist | TDD red phase + optional recording mode | **+ Recording**: UI selectors verified with live browser; API tests benefit from trace analysis | | `*automate` | Prioritized specs, fixtures, README/script updates, DoD summary | Optional healing/recording, avoid duplicate coverage | **+ Healing**: Visual debugging + trace analysis for test fixes; **+ Recording**: Verified selectors (UI) + network inspection (API) | -| `*test-review` | Test quality review report with 0-100 score, violations, fixes | Reviews tests against knowledge base patterns | - | -| `*nfr-assess` | NFR assessment report with actions | Focus on security/performance/reliability | - | -| `*trace` | Phase 1: Coverage matrix, recommendations. Phase 2: Gate decision (PASS/CONCERNS/FAIL/WAIVED) | Two-phase workflow: traceability + gate decision | - | +| `*test-review` | Test quality review report with 0-100 score, violations, fixes | Reviews tests against knowledge base patterns | - | +| `*nfr-assess` | NFR assessment report with actions | Focus on security/performance/reliability | - | +| `*trace` | Phase 1: Coverage matrix, recommendations. Phase 2: Gate decision (PASS/CONCERNS/FAIL/WAIVED) | Two-phase workflow: traceability + gate decision | - | ## TEA Workflow Lifecycle @@ -173,12 +173,12 @@ TEA spans multiple phases (Phase 3, Phase 4, and the release gate). Most BMM age ### TEA's 8 Workflows Across Phases -| Phase | TEA Workflows | Frequency | Purpose | -| ----------- | --------------------------------------------------------- | ---------------- | ---------------------------------------------- | -| **Phase 2** | (none) | - | Planning phase - PM defines requirements | +| Phase | TEA Workflows | Frequency | Purpose | +| ----------- | --------------------------------------------------------- | ---------------- | ------------------------------------------------------- | +| **Phase 2** | (none) | - | Planning phase - PM defines requirements | | **Phase 3** | \*test-design (system-level), \*framework, \*ci | Once per project | System testability review and test infrastructure setup | -| **Phase 4** | \*test-design, \*atdd, \*automate, \*test-review, \*trace | Per epic/story | Test planning per epic, then per-story testing | -| **Release** | \*nfr-assess, \*trace (Phase 2: gate) | Per epic/release | Go/no-go decision | +| **Phase 4** | \*test-design, \*atdd, \*automate, \*test-review, \*trace | Per epic/story | Test planning per epic, then per-story testing | +| **Release** | \*nfr-assess, \*trace (Phase 2: gate) | Per epic/release | Go/no-go decision | **Note**: `*trace` is a two-phase workflow: Phase 1 (traceability) + Phase 2 (gate decision). This reduces cognitive load while maintaining natural workflow. @@ -352,3 +352,59 @@ Live browser verification for test design and automation. - Enhances healing with `browser_snapshot`, console, network, and locator tools. **To disable**: set `tea_use_mcp_enhancements: false` in `_bmad/bmm/config.yaml` or remove MCPs from IDE config. + +--- + +## Complete TEA Documentation Navigation + +### Start Here + +**New to TEA? Start with the tutorial:** +- [TEA Lite Quickstart Tutorial](/docs/tutorials/getting-started/tea-lite-quickstart.md) - 30-minute beginner guide using TodoMVC + +### Workflow Guides (Task-Oriented) + +**All 8 TEA workflows with step-by-step instructions:** +1. [How to Set Up a Test Framework with TEA](/docs/how-to/workflows/setup-test-framework.md) - Scaffold Playwright or Cypress +2. [How to Set Up CI Pipeline with TEA](/docs/how-to/workflows/setup-ci.md) - Configure CI/CD with selective testing +3. [How to Run Test Design with TEA](/docs/how-to/workflows/run-test-design.md) - Risk-based test planning (system or epic) +4. [How to Run ATDD with TEA](/docs/how-to/workflows/run-atdd.md) - Generate failing tests before implementation +5. [How to Run Automate with TEA](/docs/how-to/workflows/run-automate.md) - Expand test coverage after implementation +6. [How to Run Test Review with TEA](/docs/how-to/workflows/run-test-review.md) - Audit test quality (0-100 scoring) +7. [How to Run NFR Assessment with TEA](/docs/how-to/workflows/run-nfr-assess.md) - Validate non-functional requirements +8. [How to Run Trace with TEA](/docs/how-to/workflows/run-trace.md) - Coverage traceability + gate decisions + +### Customization & Integration + +**Optional enhancements to TEA workflows:** +- [Integrate Playwright Utils](/docs/how-to/customization/integrate-playwright-utils.md) - Production-ready fixtures and 9 utilities +- [Enable TEA MCP Enhancements](/docs/how-to/customization/enable-tea-mcp-enhancements.md) - Live browser verification, visual debugging + +### Use-Case Guides + +**Specialized guidance for specific contexts:** +- [Using TEA with Existing Tests (Brownfield)](/docs/how-to/brownfield/use-tea-with-existing-tests.md) - Incremental improvement, regression hotspots, baseline coverage +- [Running TEA for Enterprise](/docs/how-to/enterprise/use-tea-for-enterprise.md) - Compliance, NFR assessment, audit trails, SOC 2/HIPAA + +### Concept Deep Dives (Understanding-Oriented) + +**Understand the principles and patterns:** +- [Risk-Based Testing](/docs/explanation/tea/risk-based-testing.md) - Probability × impact scoring, P0-P3 priorities, mitigation strategies +- [Test Quality Standards](/docs/explanation/tea/test-quality-standards.md) - Definition of Done, determinism, isolation, explicit assertions +- [Fixture Architecture](/docs/explanation/tea/fixture-architecture.md) - Pure function → fixture → composition pattern +- [Network-First Patterns](/docs/explanation/tea/network-first-patterns.md) - Intercept-before-navigate, eliminating flakiness +- [Knowledge Base System](/docs/explanation/tea/knowledge-base-system.md) - Context engineering with tea-index.csv, 33 fragments +- [Engagement Models](/docs/explanation/tea/engagement-models.md) - TEA Lite, TEA Solo, TEA Integrated (5 models explained) + +### Philosophy & Design + +**Why TEA exists and how it works:** +- [Testing as Engineering](/docs/explanation/philosophy/testing-as-engineering.md) - **Start here to understand WHY** - The problem with AI-generated tests and TEA's three-part solution + +### Reference (Quick Lookup) + +**Factual information for quick reference:** +- [TEA Command Reference](/docs/reference/tea/commands.md) - All 8 workflows: inputs, outputs, phases, frequency +- [TEA Configuration Reference](/docs/reference/tea/configuration.md) - Config options, file locations, setup examples +- [Knowledge Base Index](/docs/reference/tea/knowledge-base.md) - 33 fragments categorized and explained +- [Glossary - TEA Section](/docs/reference/glossary/index.md#test-architect-tea-concepts) - 20 TEA-specific terms defined diff --git a/docs/how-to/workflows/run-test-design.md b/docs/how-to/workflows/run-test-design.md index c6e41caa..2b44fdac 100644 --- a/docs/how-to/workflows/run-test-design.md +++ b/docs/how-to/workflows/run-test-design.md @@ -1,5 +1,5 @@ --- -title: "How to Run Test Design" +title: "How to Run Test Design with TEA" description: How to create comprehensive test plans using TEA's test-design workflow --- diff --git a/docs/how-to/workflows/setup-test-framework.md b/docs/how-to/workflows/setup-test-framework.md index a5eb9422..4d1dd1e5 100644 --- a/docs/how-to/workflows/setup-test-framework.md +++ b/docs/how-to/workflows/setup-test-framework.md @@ -1,5 +1,5 @@ --- -title: "How to Set Up a Test Framework" +title: "How to Set Up a Test Framework with TEA" description: How to set up a production-ready test framework using TEA --- diff --git a/tools/build-docs.js b/tools/build-docs.js index 97f4f814..38bb379e 100644 --- a/tools/build-docs.js +++ b/tools/build-docs.js @@ -24,6 +24,9 @@ const BUILD_DIR = path.join(PROJECT_ROOT, 'build'); const SITE_URL = process.env.SITE_URL || 'https://bmad-code-org.github.io/BMAD-METHOD'; const REPO_URL = 'https://github.com/bmad-code-org/BMAD-METHOD'; +// DO NOT CHANGE THESE VALUES! +// llms-full.txt is consumed by AI agents as context. Most LLMs have ~200k token limits. +// 600k chars ≈ 150k tokens (safe margin). Exceeding this breaks AI agent functionality. const LLM_MAX_CHARS = 600_000; const LLM_WARN_CHARS = 500_000; @@ -33,10 +36,9 @@ const LLM_EXCLUDE_PATTERNS = [ 'v4-to-v6-upgrade', 'downloads/', 'faq', - '_STYLE_GUIDE.md', - '_archive/', 'reference/glossary/', 'explanation/game-dev/', + // Note: Files/dirs starting with _ (like _STYLE_GUIDE.md, _archive/) are excluded in shouldExcludeFromLlm() ]; // ============================================================================= @@ -260,10 +262,17 @@ function getAllMarkdownFiles(dir, baseDir = dir) { /** * Determine whether a file path matches any configured LLM exclusion pattern. + * Also excludes any files or directories starting with underscore. * @param {string} filePath - The file path to test. - * @returns {boolean} `true` if the path contains any pattern from LLM_EXCLUDE_PATTERNS, `false` otherwise. + * @returns {boolean} `true` if excluded, `false` otherwise. */ function shouldExcludeFromLlm(filePath) { + // Exclude if ANY path component starts with underscore + // (e.g., _STYLE_GUIDE.md, _archive/file.md, dir/_STYLE_GUIDE.md) + const pathParts = filePath.split(path.sep); + if (pathParts.some((part) => part.startsWith('_'))) return true; + + // Check configured patterns return LLM_EXCLUDE_PATTERNS.some((pattern) => filePath.includes(pattern)); } From d34efa26953f8478e6b3fa8dffe911149dcf115d Mon Sep 17 00:00:00 2001 From: Murat K Ozcan <34237651+muratkeremozcan@users.noreply.github.com> Date: Thu, 15 Jan 2026 19:25:21 -0600 Subject: [PATCH 14/31] docs: fixed tea sidebar links (#1338) * docs: fixed tea sidebar links * fix: removed the additional label --- website/astro.config.mjs | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/website/astro.config.mjs b/website/astro.config.mjs index cc76c528..20c53b57 100644 --- a/website/astro.config.mjs +++ b/website/astro.config.mjs @@ -145,6 +145,10 @@ export default defineConfig({ label: 'Features', autogenerate: { directory: 'explanation/features' }, }, + { + label: 'TEA (Test Architect)', + autogenerate: { directory: 'explanation/tea' }, + }, { label: 'Agents', autogenerate: { directory: 'explanation/agents' }, @@ -191,6 +195,10 @@ export default defineConfig({ label: 'Configuration', autogenerate: { directory: 'reference/configuration' }, }, + { + label: 'TEA (Test Architect)', + autogenerate: { directory: 'reference/tea' }, + }, { label: 'Glossary', autogenerate: { directory: 'reference/glossary' }, From abba7ee98731d548073ac9020766069f84d2a58d Mon Sep 17 00:00:00 2001 From: Murat K Ozcan <34237651+muratkeremozcan@users.noreply.github.com> Date: Thu, 15 Jan 2026 19:32:55 -0600 Subject: [PATCH 15/31] docs: removed enterprise folder (#1340) --- docs/explanation/features/tea-overview.md | 2 +- docs/explanation/tea/engagement-models.md | 2 +- docs/explanation/tea/risk-based-testing.md | 2 +- docs/explanation/tea/test-quality-standards.md | 2 +- .../how-to/{enterprise => brownfield}/use-tea-for-enterprise.md | 0 docs/how-to/workflows/run-nfr-assess.md | 2 +- 6 files changed, 5 insertions(+), 5 deletions(-) rename docs/how-to/{enterprise => brownfield}/use-tea-for-enterprise.md (100%) diff --git a/docs/explanation/features/tea-overview.md b/docs/explanation/features/tea-overview.md index 7f7fef45..1289af6e 100644 --- a/docs/explanation/features/tea-overview.md +++ b/docs/explanation/features/tea-overview.md @@ -384,7 +384,7 @@ Live browser verification for test design and automation. **Specialized guidance for specific contexts:** - [Using TEA with Existing Tests (Brownfield)](/docs/how-to/brownfield/use-tea-with-existing-tests.md) - Incremental improvement, regression hotspots, baseline coverage -- [Running TEA for Enterprise](/docs/how-to/enterprise/use-tea-for-enterprise.md) - Compliance, NFR assessment, audit trails, SOC 2/HIPAA +- [Running TEA for Enterprise](/docs/how-to/brownfield/use-tea-for-enterprise.md) - Compliance, NFR assessment, audit trails, SOC 2/HIPAA ### Concept Deep Dives (Understanding-Oriented) diff --git a/docs/explanation/tea/engagement-models.md b/docs/explanation/tea/engagement-models.md index 7bb65afd..17dfd543 100644 --- a/docs/explanation/tea/engagement-models.md +++ b/docs/explanation/tea/engagement-models.md @@ -690,7 +690,7 @@ Each model uses different TEA workflows. See: **Use-Case Guides:** - [Using TEA with Existing Tests](/docs/how-to/brownfield/use-tea-with-existing-tests.md) - Model 5: Brownfield -- [Running TEA for Enterprise](/docs/how-to/enterprise/use-tea-for-enterprise.md) - Enterprise integration +- [Running TEA for Enterprise](/docs/how-to/brownfield/use-tea-for-enterprise.md) - Enterprise integration **All Workflow Guides:** - [How to Run Test Design](/docs/how-to/workflows/run-test-design.md) - Used in TEA Solo and Integrated diff --git a/docs/explanation/tea/risk-based-testing.md b/docs/explanation/tea/risk-based-testing.md index d1b35f48..5a386a03 100644 --- a/docs/explanation/tea/risk-based-testing.md +++ b/docs/explanation/tea/risk-based-testing.md @@ -573,7 +573,7 @@ flowchart TD - [How to Run NFR Assessment](/docs/how-to/workflows/run-nfr-assess.md) - NFR risk assessment **Use-Case Guides:** -- [Running TEA for Enterprise](/docs/how-to/enterprise/use-tea-for-enterprise.md) - Enterprise risk management +- [Running TEA for Enterprise](/docs/how-to/brownfield/use-tea-for-enterprise.md) - Enterprise risk management ## Reference diff --git a/docs/explanation/tea/test-quality-standards.md b/docs/explanation/tea/test-quality-standards.md index e9c207e4..da1fdae4 100644 --- a/docs/explanation/tea/test-quality-standards.md +++ b/docs/explanation/tea/test-quality-standards.md @@ -894,7 +894,7 @@ For detailed test quality patterns, see: **Use-Case Guides:** - [Using TEA with Existing Tests](/docs/how-to/brownfield/use-tea-with-existing-tests.md) - Improve legacy quality -- [Running TEA for Enterprise](/docs/how-to/enterprise/use-tea-for-enterprise.md) - Enterprise quality thresholds +- [Running TEA for Enterprise](/docs/how-to/brownfield/use-tea-for-enterprise.md) - Enterprise quality thresholds ## Reference diff --git a/docs/how-to/enterprise/use-tea-for-enterprise.md b/docs/how-to/brownfield/use-tea-for-enterprise.md similarity index 100% rename from docs/how-to/enterprise/use-tea-for-enterprise.md rename to docs/how-to/brownfield/use-tea-for-enterprise.md diff --git a/docs/how-to/workflows/run-nfr-assess.md b/docs/how-to/workflows/run-nfr-assess.md index 82e0e03f..6477aca1 100644 --- a/docs/how-to/workflows/run-nfr-assess.md +++ b/docs/how-to/workflows/run-nfr-assess.md @@ -662,7 +662,7 @@ Assess categories incrementally, not all at once. - [How to Run Trace](/docs/how-to/workflows/run-trace.md) - Gate decision complements NFR - [How to Run Test Review](/docs/how-to/workflows/run-test-review.md) - Quality complements NFR -- [Run TEA for Enterprise](/docs/how-to/enterprise/use-tea-for-enterprise.md) - Enterprise workflow +- [Run TEA for Enterprise](/docs/how-to/brownfield/use-tea-for-enterprise.md) - Enterprise workflow ## Understanding the Concepts From 577c1aa218d5390ee3c97799d15357ca89d71cb2 Mon Sep 17 00:00:00 2001 From: Brian Madison Date: Thu, 15 Jan 2026 21:52:37 -0600 Subject: [PATCH 16/31] remove modules moved to new repos and update installer to support the remote module isntallation and updates. this is a temporary imlemtation machanism --- .gitignore | 8 - src/core/module.yaml | 25 - .../bmgd/_module-installer/installer.js | 160 -- .../platform-specifics/claude-code.js | 23 - .../platform-specifics/windsurf.js | 18 - .../bmgd/agents/game-architect.agent.yaml | 44 - .../bmgd/agents/game-designer.agent.yaml | 49 - src/modules/bmgd/agents/game-dev.agent.yaml | 53 - src/modules/bmgd/agents/game-qa.agent.yaml | 67 - .../bmgd/agents/game-scrum-master.agent.yaml | 60 - .../bmgd/agents/game-solo-dev.agent.yaml | 53 - .../gametest/knowledge/balance-testing.md | 220 --- .../knowledge/certification-testing.md | 319 ---- .../knowledge/compatibility-testing.md | 228 --- .../bmgd/gametest/knowledge/e2e-testing.md | 1013 ----------- .../bmgd/gametest/knowledge/godot-testing.md | 875 ---------- .../bmgd/gametest/knowledge/input-testing.md | 315 ---- .../knowledge/localization-testing.md | 304 ---- .../gametest/knowledge/multiplayer-testing.md | 322 ---- 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-flattened-codebase.xml *.stats.md -.internal-docs/ -#UAT template testing output files -tools/template-test-generator/test-scenarios/ # Bundler temporary files and generated bundles .bundler-temp/ @@ -58,8 +52,6 @@ tools/template-test-generator/test-scenarios/ # Generated web bundles (built by CI, not committed) src/modules/bmm/sub-modules/ src/modules/bmb/sub-modules/ -src/modules/cis/sub-modules/ -src/modules/bmgd/sub-modules/ shared-modules z*/ diff --git a/src/core/module.yaml b/src/core/module.yaml deleted file mode 100644 index b05b1992..00000000 --- a/src/core/module.yaml +++ /dev/null @@ -1,25 +0,0 @@ -code: core -name: "BMad™ Core Module" - -header: "BMad™ Core Configuration" -subheader: "Configure the core settings for your BMad™ installation.\nThese settings will be used across all modules and agents." - -user_name: - prompt: "What shall the agents call you (TIP: Use a team name if using with a group)?" - default: "BMad" - result: "{value}" - -communication_language: - prompt: "Preferred chat language/style? (English, Mandarin, English Pirate, etc...)" - default: "English" - result: "{value}" - -document_output_language: - prompt: "Preferred document output language?" - default: "English" - result: "{value}" - -output_folder: - prompt: "Where should default output files be saved unless specified in other modules?" - default: "_bmad-output" - result: "{project-root}/{value}" diff --git a/src/modules/bmgd/_module-installer/installer.js b/src/modules/bmgd/_module-installer/installer.js deleted file mode 100644 index 5d9eca0f..00000000 --- a/src/modules/bmgd/_module-installer/installer.js +++ /dev/null @@ -1,160 +0,0 @@ -const fs = require('fs-extra'); -const path = require('node:path'); -const chalk = require('chalk'); -const platformCodes = require(path.join(__dirname, '../../../../tools/cli/lib/platform-codes')); - -/** - * Validate that a resolved path is within the project root (prevents path traversal) - * @param {string} resolvedPath - The fully resolved absolute path - * @param {string} projectRoot - The project root directory - * @returns {boolean} - True if path is within project root - */ -function isWithinProjectRoot(resolvedPath, projectRoot) { - const normalizedResolved = path.normalize(resolvedPath); - const normalizedRoot = path.normalize(projectRoot); - return normalizedResolved.startsWith(normalizedRoot + path.sep) || normalizedResolved === normalizedRoot; -} - -/** - * BMGD Module Installer - * Standard module installer function that executes after IDE installations - * - * @param {Object} options - Installation options - * @param {string} options.projectRoot - The root directory of the target project - * @param {Object} options.config - Module configuration from module.yaml - * @param {Array} options.installedIDEs - Array of IDE codes that were installed - * @param {Object} options.logger - Logger instance for output - * @returns {Promise} - Success status - */ -async function install(options) { - const { projectRoot, config, installedIDEs, logger } = options; - - try { - logger.log(chalk.blue('🎮 Installing BMGD Module...')); - - // Create planning artifacts directory (for GDDs, game briefs, architecture) - if (config['planning_artifacts'] && typeof config['planning_artifacts'] === 'string') { - // Strip project-root prefix variations - const planningConfig = config['planning_artifacts'].replace(/^\{project-root\}\/?/, ''); - const planningPath = path.join(projectRoot, planningConfig); - if (!isWithinProjectRoot(planningPath, projectRoot)) { - logger.warn(chalk.yellow(`Warning: planning_artifacts path escapes project root, skipping: ${planningConfig}`)); - } else if (!(await fs.pathExists(planningPath))) { - logger.log(chalk.yellow(`Creating game planning artifacts directory: ${planningConfig}`)); - await fs.ensureDir(planningPath); - } - } - - // Create implementation artifacts directory (sprint status, stories, reviews) - // Check both implementation_artifacts and implementation_artifacts for compatibility - const implConfig = config['implementation_artifacts'] || config['implementation_artifacts']; - if (implConfig && typeof implConfig === 'string') { - // Strip project-root prefix variations - const implConfigClean = implConfig.replace(/^\{project-root\}\/?/, ''); - const implPath = path.join(projectRoot, implConfigClean); - if (!isWithinProjectRoot(implPath, projectRoot)) { - logger.warn(chalk.yellow(`Warning: implementation_artifacts path escapes project root, skipping: ${implConfigClean}`)); - } else if (!(await fs.pathExists(implPath))) { - logger.log(chalk.yellow(`Creating implementation artifacts directory: ${implConfigClean}`)); - await fs.ensureDir(implPath); - } - } - - // Create project knowledge directory - if (config['project_knowledge'] && typeof config['project_knowledge'] === 'string') { - // Strip project-root prefix variations - const knowledgeConfig = config['project_knowledge'].replace(/^\{project-root\}\/?/, ''); - const knowledgePath = path.join(projectRoot, knowledgeConfig); - if (!isWithinProjectRoot(knowledgePath, projectRoot)) { - logger.warn(chalk.yellow(`Warning: project_knowledge path escapes project root, skipping: ${knowledgeConfig}`)); - } else if (!(await fs.pathExists(knowledgePath))) { - logger.log(chalk.yellow(`Creating project knowledge directory: ${knowledgeConfig}`)); - await fs.ensureDir(knowledgePath); - } - } - - // Log selected game engine(s) - if (config['primary_platform']) { - const platforms = Array.isArray(config['primary_platform']) ? config['primary_platform'] : [config['primary_platform']]; - - const platformNames = platforms.map((p) => { - switch (p) { - case 'unity': { - return 'Unity'; - } - case 'unreal': { - return 'Unreal Engine'; - } - case 'godot': { - return 'Godot'; - } - default: { - return p; - } - } - }); - - logger.log(chalk.cyan(`Game engine support configured for: ${platformNames.join(', ')}`)); - } - - // Handle IDE-specific configurations if needed - if (installedIDEs && installedIDEs.length > 0) { - logger.log(chalk.cyan(`Configuring BMGD for IDEs: ${installedIDEs.join(', ')}`)); - - for (const ide of installedIDEs) { - await configureForIDE(ide, projectRoot, config, logger); - } - } - - logger.log(chalk.green('✓ BMGD Module installation complete')); - logger.log(chalk.dim(' Game development workflows ready')); - logger.log(chalk.dim(' Agents: Game Designer, Game Dev, Game Architect, Game SM, Game QA, Game Solo Dev')); - - return true; - } catch (error) { - logger.error(chalk.red(`Error installing BMGD module: ${error.message}`)); - return false; - } -} - -/** - * Configure BMGD module for specific platform/IDE - * @private - */ -async function configureForIDE(ide, projectRoot, config, logger) { - // Validate platform code - if (!platformCodes.isValidPlatform(ide)) { - logger.warn(chalk.yellow(` Warning: Unknown platform code '${ide}'. Skipping BMGD configuration.`)); - return; - } - - const platformName = platformCodes.getDisplayName(ide); - - // Try to load platform-specific handler - const platformSpecificPath = path.join(__dirname, 'platform-specifics', `${ide}.js`); - - try { - if (await fs.pathExists(platformSpecificPath)) { - const platformHandler = require(platformSpecificPath); - - if (typeof platformHandler.install === 'function') { - const success = await platformHandler.install({ - projectRoot, - config, - logger, - platformInfo: platformCodes.getPlatform(ide), - }); - if (!success) { - logger.warn(chalk.yellow(` Warning: BMGD platform handler for ${platformName} returned failure`)); - } - } - } else { - // No platform-specific handler for this IDE - logger.log(chalk.dim(` No BMGD-specific configuration for ${platformName}`)); - } - } catch (error) { - logger.warn(chalk.yellow(` Warning: Could not load BMGD platform-specific handler for ${platformName}: ${error.message}`)); - } -} - -module.exports = { install }; diff --git a/src/modules/bmgd/_module-installer/platform-specifics/claude-code.js b/src/modules/bmgd/_module-installer/platform-specifics/claude-code.js deleted file mode 100644 index 8ad050aa..00000000 --- a/src/modules/bmgd/_module-installer/platform-specifics/claude-code.js +++ /dev/null @@ -1,23 +0,0 @@ -/** - * BMGD Platform-specific installer for Claude Code - * - * @param {Object} options - Installation options - * @param {string} options.projectRoot - The root directory of the target project - * @param {Object} options.config - Module configuration from module.yaml - * @param {Object} options.logger - Logger instance for output - * @param {Object} options.platformInfo - Platform metadata from global config - * @returns {Promise} - Success status - */ -async function install() { - // TODO: Add Claude Code specific BMGD configurations here - // For example: - // - Game-specific slash commands - // - Agent party configurations for game dev team - // - Workflow integrations for Unity/Unreal/Godot - // - Game testing framework integrations - - // Currently a stub - no platform-specific configuration needed yet - return true; -} - -module.exports = { install }; diff --git a/src/modules/bmgd/_module-installer/platform-specifics/windsurf.js b/src/modules/bmgd/_module-installer/platform-specifics/windsurf.js deleted file mode 100644 index 46f03c9c..00000000 --- a/src/modules/bmgd/_module-installer/platform-specifics/windsurf.js +++ /dev/null @@ -1,18 +0,0 @@ -/** - * BMGD Platform-specific installer for Windsurf - * - * @param {Object} options - Installation options - * @param {string} options.projectRoot - The root directory of the target project - * @param {Object} options.config - Module configuration from module.yaml - * @param {Object} options.logger - Logger instance for output - * @param {Object} options.platformInfo - Platform metadata from global config - * @returns {Promise} - Success status - */ -async function install() { - // TODO: Add Windsurf specific BMGD configurations here - - // Currently a stub - no platform-specific configuration needed yet - return true; -} - -module.exports = { install }; diff --git a/src/modules/bmgd/agents/game-architect.agent.yaml b/src/modules/bmgd/agents/game-architect.agent.yaml deleted file mode 100644 index 7099b6b2..00000000 --- a/src/modules/bmgd/agents/game-architect.agent.yaml +++ /dev/null @@ -1,44 +0,0 @@ -# Game Architect Agent Definition - -agent: - metadata: - id: "_bmad/bmgd/agents/game-architect.md" - name: Cloud Dragonborn - title: Game Architect - icon: 🏛️ - module: bmgd - hasSidecar: false - - persona: - role: Principal Game Systems Architect + Technical Director - identity: Master architect with 20+ years shipping 30+ titles. Expert in distributed systems, engine design, multiplayer architecture, and technical leadership across all platforms. - communication_style: "Speaks like a wise sage from an RPG - calm, measured, uses architectural metaphors about building foundations and load-bearing walls" - principles: | - - Architecture is about delaying decisions until you have enough data - - Build for tomorrow without over-engineering today - - Hours of planning save weeks of refactoring hell - - Every system must handle the hot path at 60fps - - Avoid "Not Invented Here" syndrome, always check if work has been done before - - critical_actions: - - "Find if this exists, if it does, always treat it as the bible I plan and execute against: `**/project-context.md`" - - "When creating architecture, validate against GDD pillars and target platform constraints" - - "Always document performance budgets and critical path decisions" - - menu: - - trigger: WS or fuzzy match on workflow-status - workflow: "{project-root}/_bmad/bmgd/workflows/workflow-status/workflow.yaml" - description: "[WS] Get workflow status or initialize a workflow if not already done (optional)" - - - trigger: GA or fuzzy match on game-architecture - exec: "{project-root}/_bmad/bmgd/workflows/3-technical/game-architecture/workflow.md" - description: "[GA] Produce a Scale Adaptive Game Architecture" - - - trigger: PC or fuzzy match on project-context - exec: "{project-root}/_bmad/bmgd/workflows/3-technical/generate-project-context/workflow.md" - description: "[PC] Create optimized project-context.md for AI agent consistency" - - - trigger: CC or fuzzy match on correct-course - workflow: "{project-root}/_bmad/bmgd/workflows/4-production/correct-course/workflow.yaml" - description: "[CC] Course Correction Analysis (when implementation is off-track)" - ide-only: true diff --git a/src/modules/bmgd/agents/game-designer.agent.yaml b/src/modules/bmgd/agents/game-designer.agent.yaml deleted file mode 100644 index 6b654dec..00000000 --- a/src/modules/bmgd/agents/game-designer.agent.yaml +++ /dev/null @@ -1,49 +0,0 @@ -# Game Designer Agent Definition - -agent: - metadata: - id: "_bmad/bmgd/agents/game-designer.md" - name: Samus Shepard - title: Game Designer - icon: 🎲 - module: bmgd - hasSidecar: false - - persona: - role: Lead Game Designer + Creative Vision Architect - identity: Veteran designer with 15+ years crafting AAA and indie hits. Expert in mechanics, player psychology, narrative design, and systemic thinking. - communication_style: "Talks like an excited streamer - enthusiastic, asks about player motivations, celebrates breakthroughs with 'Let's GOOO!'" - principles: | - - Design what players want to FEEL, not what they say they want - - Prototype fast - one hour of playtesting beats ten hours of discussion - - Every mechanic must serve the core fantasy - - critical_actions: - - "Find if this exists, if it does, always treat it as the bible I plan and execute against: `**/project-context.md`" - - "When creating GDDs, always validate against game pillars and core loop" - - menu: - - trigger: WS or fuzzy match on workflow-status - workflow: "{project-root}/_bmad/bmgd/workflows/workflow-status/workflow.yaml" - description: "[WS] Get workflow status or initialize a workflow if not already done (optional)" - - - trigger: BG or fuzzy match on brainstorm-game - exec: "{project-root}/_bmad/bmgd/workflows/1-preproduction/brainstorm-game/workflow.md" - description: "[BG] Brainstorm Game ideas and concepts" - - - trigger: GB or fuzzy match on game-brief - exec: "{project-root}/_bmad/bmgd/workflows/1-preproduction/game-brief/workflow.md" - description: "[GB] Create a Game Brief document" - - - trigger: GDD or fuzzy match on create-gdd - exec: "{project-root}/_bmad/bmgd/workflows/2-design/gdd/workflow.md" - description: "[GDD] Create a Game Design Document" - - - trigger: ND or fuzzy match on narrative-design - exec: "{project-root}/_bmad/bmgd/workflows/2-design/narrative/workflow.md" - description: "[ND] Design narrative elements and story" - - - trigger: QP or fuzzy match on quick-prototype - workflow: "{project-root}/_bmad/bmgd/workflows/bmgd-quick-flow/quick-prototype/workflow.yaml" - description: "[QP] Rapid game prototyping - test mechanics and ideas quickly" - ide-only: true diff --git a/src/modules/bmgd/agents/game-dev.agent.yaml b/src/modules/bmgd/agents/game-dev.agent.yaml deleted file mode 100644 index ff085a34..00000000 --- a/src/modules/bmgd/agents/game-dev.agent.yaml +++ /dev/null @@ -1,53 +0,0 @@ -# Game Developer Agent Definition - -agent: - metadata: - id: "_bmad/bmgd/agents/game-dev.md" - name: Link Freeman - title: Game Developer - icon: 🕹️ - module: bmgd - hasSidecar: false - - persona: - role: Senior Game Developer + Technical Implementation Specialist - identity: Battle-hardened dev with expertise in Unity, Unreal, and custom engines. Ten years shipping across mobile, console, and PC. Writes clean, performant code. - communication_style: "Speaks like a speedrunner - direct, milestone-focused, always optimizing for the fastest path to ship" - principles: | - - 60fps is non-negotiable - - Write code designers can iterate without fear - - Ship early, ship often, iterate on player feedback - - Red-green-refactor: tests first, implementation second - - critical_actions: - - "Find if this exists, if it does, always treat it as the bible I plan and execute against: `**/project-context.md`" - - "When running *dev-story, follow story acceptance criteria exactly and validate with tests" - - "Always check for performance implications on game loop code" - - menu: - - trigger: WS or fuzzy match on workflow-status - workflow: "{project-root}/_bmad/bmgd/workflows/workflow-status/workflow.yaml" - description: "[WS] Get workflow status or check current sprint progress (optional)" - - - trigger: DS or fuzzy match on dev-story - workflow: "{project-root}/_bmad/bmgd/workflows/4-production/dev-story/workflow.yaml" - description: "[DS] Execute Dev Story workflow, implementing tasks and tests" - - - trigger: CR or fuzzy match on code-review - workflow: "{project-root}/_bmad/bmgd/workflows/4-production/code-review/workflow.yaml" - description: "[CR] Perform a thorough clean context QA code review on a story flagged Ready for Review" - - - trigger: QD or fuzzy match on quick-dev - workflow: "{project-root}/_bmad/bmgd/workflows/bmgd-quick-flow/quick-dev/workflow.yaml" - description: "[QD] Flexible game development - implement features with game-specific considerations" - ide-only: true - - - trigger: QP or fuzzy match on quick-prototype - workflow: "{project-root}/_bmad/bmgd/workflows/bmgd-quick-flow/quick-prototype/workflow.yaml" - description: "[QP] Rapid game prototyping - test mechanics and ideas quickly" - ide-only: true - - - trigger: AE or fuzzy match on advanced-elicitation - exec: "{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml" - description: "[AE] Advanced elicitation techniques to challenge the LLM to get better results" - web-only: true diff --git a/src/modules/bmgd/agents/game-qa.agent.yaml b/src/modules/bmgd/agents/game-qa.agent.yaml deleted file mode 100644 index 973d521c..00000000 --- a/src/modules/bmgd/agents/game-qa.agent.yaml +++ /dev/null @@ -1,67 +0,0 @@ -# Game QA Architect Agent Definition - -agent: - metadata: - id: "_bmad/bmgd/agents/game-qa.md" - name: GLaDOS - title: Game QA Architect - icon: 🧪 - module: bmgd - hasSidecar: false - - persona: - role: Game QA Architect + Test Automation Specialist - identity: Senior QA architect with 12+ years in game testing across Unity, Unreal, and Godot. Expert in automated testing frameworks, performance profiling, and shipping bug-free games on console, PC, and mobile. - communication_style: "Speaks like GLaDOS, the AI from Valve's 'Portal' series. Runs tests because we can. 'Trust, but verify with tests.'" - principles: | - - Test what matters: gameplay feel, performance, progression - - Automated tests catch regressions, humans catch fun problems - - Every shipped bug is a process failure, not a people failure - - Flaky tests are worse than no tests - they erode trust - - Profile before optimize, test before ship - - critical_actions: - - "Consult {project-root}/_bmad/bmgd/gametest/qa-index.csv to select knowledge fragments under knowledge/ and load only the files needed for the current task" - - "For E2E testing requests, always load knowledge/e2e-testing.md first" - - "When scaffolding tests, distinguish between unit, integration, and E2E test needs" - - "Load the referenced fragment(s) from {project-root}/_bmad/bmgd/gametest/knowledge/ before giving recommendations" - - "Cross-check recommendations with the current official Unity Test Framework, Unreal Automation, or Godot GUT documentation" - - "Find if this exists, if it does, always treat it as the bible I plan and execute against: `**/project-context.md`" - - menu: - - trigger: WS or fuzzy match on workflow-status - workflow: "{project-root}/_bmad/bmgd/workflows/workflow-status/workflow.yaml" - description: "[WS] Get workflow status or check current project state (optional)" - - - trigger: TF or fuzzy match on test-framework - workflow: "{project-root}/_bmad/bmgd/workflows/gametest/test-framework/workflow.yaml" - description: "[TF] Initialize game test framework (Unity/Unreal/Godot)" - - - trigger: TD or fuzzy match on test-design - workflow: "{project-root}/_bmad/bmgd/workflows/gametest/test-design/workflow.yaml" - description: "[TD] Create comprehensive game test scenarios" - - - trigger: TA or fuzzy match on test-automate - workflow: "{project-root}/_bmad/bmgd/workflows/gametest/automate/workflow.yaml" - description: "[TA] Generate automated game tests" - - - trigger: ES or fuzzy match on e2e-scaffold - workflow: "{project-root}/_bmad/bmgd/workflows/gametest/e2e-scaffold/workflow.yaml" - description: "[ES] Scaffold E2E testing infrastructure" - - - trigger: PP or fuzzy match on playtest-plan - workflow: "{project-root}/_bmad/bmgd/workflows/gametest/playtest-plan/workflow.yaml" - description: "[PP] Create structured playtesting plan" - - - trigger: PT or fuzzy match on performance-test - workflow: "{project-root}/_bmad/bmgd/workflows/gametest/performance/workflow.yaml" - description: "[PT] Design performance testing strategy" - - - trigger: TR or fuzzy match on test-review - workflow: "{project-root}/_bmad/bmgd/workflows/gametest/test-review/workflow.yaml" - description: "[TR] Review test quality and coverage" - - - trigger: AE or fuzzy match on advanced-elicitation - exec: "{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml" - description: "[AE] Advanced elicitation techniques to challenge the LLM to get better results" - web-only: true diff --git a/src/modules/bmgd/agents/game-scrum-master.agent.yaml b/src/modules/bmgd/agents/game-scrum-master.agent.yaml deleted file mode 100644 index 1b2d599f..00000000 --- a/src/modules/bmgd/agents/game-scrum-master.agent.yaml +++ /dev/null @@ -1,60 +0,0 @@ -# Game Dev Scrum Master Agent Definition - -agent: - metadata: - id: "_bmad/bmgd/agents/game-scrum-master.md" - name: Max - title: Game Dev Scrum Master - icon: 🎯 - module: bmgd - hasSidecar: false - - persona: - role: Game Development Scrum Master + Sprint Orchestrator - identity: Certified Scrum Master specializing in game dev workflows. Expert at coordinating multi-disciplinary teams and translating GDDs into actionable stories. - communication_style: "Talks in game terminology - milestones are save points, handoffs are level transitions, blockers are boss fights" - principles: | - - Every sprint delivers playable increments - - Clean separation between design and implementation - - Keep the team moving through each phase - - Stories are single source of truth for implementation - - critical_actions: - - "Find if this exists, if it does, always treat it as the bible I plan and execute against: `**/project-context.md`" - - "When running *create-story for game features, use GDD, Architecture, and Tech Spec to generate complete draft stories without elicitation, focusing on playable outcomes." - - "Generate complete story drafts from existing documentation without additional elicitation" - - menu: - - trigger: WS or fuzzy match on workflow-status - workflow: "{project-root}/_bmad/bmgd/workflows/workflow-status/workflow.yaml" - description: "[WS] Get workflow status or initialize a workflow if not already done (optional)" - - - trigger: SP or fuzzy match on sprint-planning - workflow: "{project-root}/_bmad/bmgd/workflows/4-production/sprint-planning/workflow.yaml" - description: "[SP] Generate or update sprint-status.yaml from epic files (Required after GDD+Epics are created)" - - - trigger: SS or fuzzy match on sprint-status - workflow: "{project-root}/_bmad/bmgd/workflows/4-production/sprint-status/workflow.yaml" - description: "[SS] View sprint progress, surface risks, and get next action recommendation" - - - trigger: CS or fuzzy match on create-story - workflow: "{project-root}/_bmad/bmgd/workflows/4-production/create-story/workflow.yaml" - description: "[CS] Create Story with direct ready-for-dev marking (Required to prepare stories for development)" - - - trigger: VS or fuzzy match on validate-story - validate-workflow: "{project-root}/_bmad/bmgd/workflows/4-production/create-story/workflow.yaml" - description: "[VS] Validate Story Draft with Independent Review (Highly Recommended)" - - - trigger: ER or fuzzy match on epic-retrospective - workflow: "{project-root}/_bmad/bmgd/workflows/4-production/retrospective/workflow.yaml" - data: "{project-root}/_bmad/_config/agent-manifest.csv" - description: "[ER] Facilitate team retrospective after a game development epic is completed" - - - trigger: CC or fuzzy match on correct-course - workflow: "{project-root}/_bmad/bmgd/workflows/4-production/correct-course/workflow.yaml" - description: "[CC] Navigate significant changes during game dev sprint (When implementation is off-track)" - - - trigger: AE or fuzzy match on advanced-elicitation - exec: "{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml" - description: "[AE] Advanced elicitation techniques to challenge the LLM to get better results" - web-only: true diff --git a/src/modules/bmgd/agents/game-solo-dev.agent.yaml b/src/modules/bmgd/agents/game-solo-dev.agent.yaml deleted file mode 100644 index 42df4c9f..00000000 --- a/src/modules/bmgd/agents/game-solo-dev.agent.yaml +++ /dev/null @@ -1,53 +0,0 @@ -# Game Solo Dev Agent Definition - -agent: - metadata: - id: "_bmad/bmgd/agents/game-solo-dev.md" - name: Indie - title: Game Solo Dev - icon: 🎮 - module: bmgd - hasSidecar: false - - persona: - role: Elite Indie Game Developer + Quick Flow Specialist - identity: Indie is a battle-hardened solo game developer who ships complete games from concept to launch. Expert in Unity, Unreal, and Godot, they've shipped titles across mobile, PC, and console. Lives and breathes the Quick Flow workflow - prototyping fast, iterating faster, and shipping before the hype dies. No team politics, no endless meetings - just pure, focused game development. - communication_style: "Direct, confident, and gameplay-focused. Uses dev slang, thinks in game feel and player experience. Every response moves the game closer to ship. 'Does it feel good? Ship it.'" - principles: | - - Prototype fast, fail fast, iterate faster. Quick Flow is the indie way. - - A playable build beats a perfect design doc. Ship early, playtest often. - - 60fps is non-negotiable. Performance is a feature. - - The core loop must be fun before anything else matters. - - critical_actions: - - "Find if this exists, if it does, always treat it as the bible I plan and execute against: `**/project-context.md`" - - menu: - - trigger: WS or fuzzy match on workflow-status - workflow: "{project-root}/_bmad/bmgd/workflows/workflow-status/workflow.yaml" - description: "[WS] Get workflow status or check current project state (optional)" - - - trigger: QP or fuzzy match on quick-prototype - workflow: "{project-root}/_bmad/bmgd/workflows/bmgd-quick-flow/quick-prototype/workflow.yaml" - description: "[QP] Rapid prototype to test if the mechanic is fun (Start here for new ideas)" - - - trigger: QD or fuzzy match on quick-dev - workflow: "{project-root}/_bmad/bmgd/workflows/bmgd-quick-flow/quick-dev/workflow.yaml" - description: "[QD] Implement features end-to-end solo with game-specific considerations" - - - trigger: TS or fuzzy match on tech-spec - workflow: "{project-root}/_bmad/bmgd/workflows/bmgd-quick-flow/quick-spec/workflow.yaml" - description: "[TS] Architect a technical spec with implementation-ready stories" - - - trigger: CR or fuzzy match on code-review - workflow: "{project-root}/_bmad/bmgd/workflows/4-production/code-review/workflow.yaml" - description: "[CR] Review code quality (use fresh context for best results)" - - - trigger: TF or fuzzy match on test-framework - workflow: "{project-root}/_bmad/bmgd/workflows/gametest/test-framework/workflow.yaml" - description: "[TF] Set up automated testing for your game engine" - - - trigger: AE or fuzzy match on advanced-elicitation - exec: "{project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml" - description: "[AE] Advanced elicitation techniques to challenge the LLM to get better results" - web-only: true diff --git a/src/modules/bmgd/gametest/knowledge/balance-testing.md b/src/modules/bmgd/gametest/knowledge/balance-testing.md deleted file mode 100644 index 9aad8ebf..00000000 --- a/src/modules/bmgd/gametest/knowledge/balance-testing.md +++ /dev/null @@ -1,220 +0,0 @@ -# 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. -``` diff --git a/src/modules/bmgd/gametest/knowledge/certification-testing.md b/src/modules/bmgd/gametest/knowledge/certification-testing.md deleted file mode 100644 index 4e268f8d..00000000 --- a/src/modules/bmgd/gametest/knowledge/certification-testing.md +++ /dev/null @@ -1,319 +0,0 @@ -# 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 diff --git a/src/modules/bmgd/gametest/knowledge/compatibility-testing.md b/src/modules/bmgd/gametest/knowledge/compatibility-testing.md deleted file mode 100644 index 291bdfce..00000000 --- a/src/modules/bmgd/gametest/knowledge/compatibility-testing.md +++ /dev/null @@ -1,228 +0,0 @@ -# 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 diff --git a/src/modules/bmgd/gametest/knowledge/e2e-testing.md b/src/modules/bmgd/gametest/knowledge/e2e-testing.md deleted file mode 100644 index 8f35bcd7..00000000 --- a/src/modules/bmgd/gametest/knowledge/e2e-testing.md +++ /dev/null @@ -1,1013 +0,0 @@ -# End-to-End Testing for Games - -## Overview - -E2E tests validate complete gameplay flows from the player's perspective — the full orchestra, not individual instruments. Unlike integration tests that verify system interactions, E2E tests verify *player journeys* work correctly from start to finish. - -This is the difference between "does the damage calculator work with the inventory system?" (integration) and "can a player actually complete a combat encounter from selection to resolution?" (E2E). - -## E2E vs Integration vs Unit - -| Aspect | Unit | Integration | E2E | -|--------|------|-------------|-----| -| Scope | Single class | System interaction | Complete flow | -| Speed | < 10ms | < 1s | 1-30s | -| Stability | Very stable | Stable | Requires care | -| Example | DamageCalc math | Combat + Inventory | Full combat encounter | -| Dependencies | None/mocked | Some real | All real | -| Catches | Logic bugs | Wiring bugs | Journey bugs | - -## The E2E Testing Pyramid Addition - -``` - /\ - / \ Manual Playtesting - /----\ (Fun, Feel, Experience) - / \ - /--------\ E2E Tests - / \ (Player Journeys) - /------------\ - / \ Integration Tests - /----------------\ (System Interactions) - / \ Unit Tests - /____________________\ (Pure Logic) -``` - -E2E tests sit between integration tests and manual playtesting. They automate what *can* be automated about player experience while acknowledging that "is this fun?" still requires human judgment. - -## E2E Infrastructure Requirements - -Before writing E2E tests, scaffold supporting infrastructure. Without this foundation, E2E tests become brittle, flaky nightmares that erode trust faster than they build confidence. - -### 1. Test Fixture Base Class - -Provides scene loading, cleanup, and common utilities. Every E2E test inherits from this. - -**Unity Example:** - -```csharp -using System.Collections; -using NUnit.Framework; -using UnityEngine; -using UnityEngine.SceneManagement; -using UnityEngine.TestTools; - -public abstract class GameE2ETestFixture -{ - protected virtual string SceneName => "GameScene"; - protected GameStateManager GameState { get; private set; } - protected InputSimulator Input { get; private set; } - protected ScenarioBuilder Scenario { get; private set; } - - [UnitySetUp] - public IEnumerator BaseSetUp() - { - // Load the game scene - yield return SceneManager.LoadSceneAsync(SceneName); - yield return null; // Wait one frame for scene initialization - - // Get core references - GameState = Object.FindFirstObjectByType(); - Assert.IsNotNull(GameState, $"GameStateManager not found in {SceneName}"); - - // Initialize test utilities - Input = new InputSimulator(); - Scenario = new ScenarioBuilder(GameState); - - // Wait for game to be ready - yield return WaitForGameReady(); - } - - [UnityTearDown] - public IEnumerator BaseTearDown() - { - // Clean up any test-spawned objects - yield return CleanupTestObjects(); - - // Reset input state - Input?.Reset(); - } - - protected IEnumerator WaitForGameReady(float timeout = 10f) - { - yield return AsyncAssert.WaitUntil( - () => GameState != null && GameState.IsReady, - "Game ready state", - timeout); - } - - protected virtual IEnumerator CleanupTestObjects() - { - // Override in derived classes for game-specific cleanup - yield return null; - } -} -``` - -**Unreal Example:** - -```cpp -// GameE2ETestBase.h -UCLASS() -class AGameE2ETestBase : public AFunctionalTest -{ - GENERATED_BODY() - -protected: - UPROPERTY() - UGameStateManager* GameState; - - UPROPERTY() - UInputSimulator* InputSim; - - UPROPERTY() - UScenarioBuilder* Scenario; - - virtual void PrepareTest() override; - virtual void StartTest() override; - virtual void CleanUp() override; - - void WaitForGameReady(float Timeout = 10.f); -}; -``` - -**Godot Example:** - -```gdscript -extends GutTest -class_name GameE2ETestFixture - -var game_state: GameStateManager -var input_sim: InputSimulator -var scenario: ScenarioBuilder -var _scene_instance: Node - -func before_each(): - # Load game scene - var scene = load("res://scenes/game.tscn") - _scene_instance = scene.instantiate() - add_child(_scene_instance) - - # Get references - game_state = _scene_instance.get_node("GameStateManager") - input_sim = InputSimulator.new() - scenario = ScenarioBuilder.new(game_state) - - # Wait for ready - await wait_for_game_ready() - -func after_each(): - if _scene_instance: - _scene_instance.queue_free() - input_sim = null - scenario = null - -func wait_for_game_ready(timeout: float = 10.0): - var elapsed = 0.0 - while not game_state.is_ready and elapsed < timeout: - await get_tree().process_frame - elapsed += get_process_delta_time() - assert_true(game_state.is_ready, "Game should be ready") -``` - -### 2. Scenario Builder (Fluent API) - -Configure game state for test scenarios without manual setup. This is the secret sauce — it lets you express test preconditions in domain language. - -**Unity Example:** - -```csharp -public class ScenarioBuilder -{ - private readonly GameStateManager _gameState; - private readonly List> _setupActions = new(); - - public ScenarioBuilder(GameStateManager gameState) - { - _gameState = gameState; - } - - // Domain-specific setup methods - public ScenarioBuilder WithUnit(Faction faction, Hex position, int movementPoints = 6) - { - _setupActions.Add(() => SpawnUnit(faction, position, movementPoints)); - return this; - } - - public ScenarioBuilder WithTerrain(Hex position, TerrainType terrain) - { - _setupActions.Add(() => SetTerrain(position, terrain)); - return this; - } - - public ScenarioBuilder OnTurn(int turnNumber) - { - _setupActions.Add(() => SetTurn(turnNumber)); - return this; - } - - public ScenarioBuilder OnPhase(TurnPhase phase) - { - _setupActions.Add(() => SetPhase(phase)); - return this; - } - - public ScenarioBuilder WithActiveFaction(Faction faction) - { - _setupActions.Add(() => SetActiveFaction(faction)); - return this; - } - - public ScenarioBuilder FromSaveFile(string saveFileName) - { - _setupActions.Add(() => LoadSaveFile(saveFileName)); - return this; - } - - // Execute all setup actions - public IEnumerator Build() - { - foreach (var action in _setupActions) - { - yield return action(); - yield return null; // Allow state to propagate - } - _setupActions.Clear(); - } - - // Private implementation methods - private IEnumerator SpawnUnit(Faction faction, Hex position, int mp) - { - var unit = _gameState.SpawnUnit(faction, position); - unit.MovementPoints = mp; - yield return null; - } - - private IEnumerator SetTerrain(Hex position, TerrainType terrain) - { - _gameState.Map.SetTerrain(position, terrain); - yield return null; - } - - private IEnumerator SetTurn(int turn) - { - _gameState.SetTurnNumber(turn); - yield return null; - } - - private IEnumerator SetPhase(TurnPhase phase) - { - _gameState.SetPhase(phase); - yield return null; - } - - private IEnumerator SetActiveFaction(Faction faction) - { - _gameState.SetActiveFaction(faction); - yield return null; - } - - private IEnumerator LoadSaveFile(string fileName) - { - var path = $"TestData/{fileName}"; - yield return _gameState.LoadGame(path); - } -} -``` - -**Usage:** - -```csharp -yield return Scenario - .WithUnit(Faction.Player, new Hex(3, 4), movementPoints: 6) - .WithUnit(Faction.Enemy, new Hex(5, 4)) - .WithTerrain(new Hex(4, 4), TerrainType.Forest) - .OnTurn(1) - .WithActiveFaction(Faction.Player) - .Build(); -``` - -### 3. Input Simulator - -Abstract player input for deterministic testing. Don't simulate raw mouse positions — simulate player *intent*. - -**Unity Example (New Input System):** - -```csharp -using UnityEngine; -using UnityEngine.InputSystem; - -public class InputSimulator -{ - private Mouse _mouse; - private Keyboard _keyboard; - private Camera _camera; - - public InputSimulator() - { - _mouse = Mouse.current ?? InputSystem.AddDevice(); - _keyboard = Keyboard.current ?? InputSystem.AddDevice(); - _camera = Camera.main; - } - - public IEnumerator ClickWorldPosition(Vector3 worldPos) - { - var screenPos = _camera.WorldToScreenPoint(worldPos); - yield return ClickScreenPosition(screenPos); - } - - public IEnumerator ClickHex(Hex hex) - { - var worldPos = HexUtils.HexToWorld(hex); - yield return ClickWorldPosition(worldPos); - } - - public IEnumerator ClickScreenPosition(Vector2 screenPos) - { - // Move mouse - InputSystem.QueueStateEvent(_mouse, new MouseState { position = screenPos }); - yield return null; - - // Press - InputSystem.QueueStateEvent(_mouse, new MouseState - { - position = screenPos, - buttons = 1 - }); - yield return null; - - // Release - InputSystem.QueueStateEvent(_mouse, new MouseState - { - position = screenPos, - buttons = 0 - }); - yield return null; - } - - public IEnumerator ClickButton(string buttonName) - { - var button = GameObject.Find(buttonName)?.GetComponent(); - Assert.IsNotNull(button, $"Button '{buttonName}' not found"); - - button.onClick.Invoke(); - yield return null; - } - - public IEnumerator DragFromTo(Vector3 from, Vector3 to, float duration = 0.5f) - { - var fromScreen = _camera.WorldToScreenPoint(from); - var toScreen = _camera.WorldToScreenPoint(to); - - // Start drag - InputSystem.QueueStateEvent(_mouse, new MouseState - { - position = fromScreen, - buttons = 1 - }); - yield return null; - - // Interpolate drag - var elapsed = 0f; - while (elapsed < duration) - { - var t = elapsed / duration; - var pos = Vector2.Lerp(fromScreen, toScreen, t); - InputSystem.QueueStateEvent(_mouse, new MouseState - { - position = pos, - buttons = 1 - }); - yield return null; - elapsed += Time.deltaTime; - } - - // End drag - InputSystem.QueueStateEvent(_mouse, new MouseState - { - position = toScreen, - buttons = 0 - }); - yield return null; - } - - public IEnumerator PressKey(Key key) - { - _keyboard.SetKeyDown(key); - yield return null; - _keyboard.SetKeyUp(key); - yield return null; - } - - public void Reset() - { - // Reset any held state - if (_mouse != null) - { - InputSystem.QueueStateEvent(_mouse, new MouseState()); - } - } -} -``` - -### 4. Async Assertions - -Wait-for-condition assertions with meaningful failure messages. The timeout and message are critical — when tests fail, you need to know *what* it was waiting for. - -**Unity Example:** - -```csharp -using System; -using System.Collections; -using NUnit.Framework; -using UnityEngine; - -public static class AsyncAssert -{ - /// - /// Wait until condition is true, or fail with message after timeout. - /// - public static IEnumerator WaitUntil( - Func condition, - string description, - float timeout = 5f) - { - var elapsed = 0f; - while (!condition() && elapsed < timeout) - { - yield return null; - elapsed += Time.deltaTime; - } - - Assert.IsTrue(condition(), - $"Timeout after {timeout}s waiting for: {description}"); - } - - /// - /// Wait until condition is true, with periodic logging. - /// - public static IEnumerator WaitUntilVerbose( - Func condition, - string description, - float timeout = 5f, - float logInterval = 1f) - { - var elapsed = 0f; - var lastLog = 0f; - - while (!condition() && elapsed < timeout) - { - if (elapsed - lastLog >= logInterval) - { - Debug.Log($"[E2E] Still waiting for: {description} ({elapsed:F1}s)"); - lastLog = elapsed; - } - yield return null; - elapsed += Time.deltaTime; - } - - Assert.IsTrue(condition(), - $"Timeout after {timeout}s waiting for: {description}"); - } - - /// - /// Wait for a specific value, with descriptive failure. - /// Note: For floating-point comparisons, use WaitForValueApprox instead - /// to handle precision issues. This method uses exact equality. - /// - public static IEnumerator WaitForValue( - Func getter, - T expected, - string description, - float timeout = 5f) where T : IEquatable - { - yield return WaitUntil( - () => expected.Equals(getter()), - $"{description} to equal {expected} (current: {getter()})", - timeout); - } - - /// - /// Wait for a float value within tolerance (handles floating-point precision). - /// - public static IEnumerator WaitForValueApprox( - Func getter, - float expected, - string description, - float tolerance = 0.0001f, - float timeout = 5f) - { - yield return WaitUntil( - () => Mathf.Abs(expected - getter()) < tolerance, - $"{description} to equal ~{expected} ±{tolerance} (current: {getter()})", - timeout); - } - - /// - /// Wait for a double value within tolerance (handles floating-point precision). - /// - public static IEnumerator WaitForValueApprox( - Func getter, - double expected, - string description, - double tolerance = 0.0001, - float timeout = 5f) - { - yield return WaitUntil( - () => Math.Abs(expected - getter()) < tolerance, - $"{description} to equal ~{expected} ±{tolerance} (current: {getter()})", - timeout); - } - - /// - /// Wait for an event to fire. - /// - public static IEnumerator WaitForEvent( - Action> subscribe, - Action> unsubscribe, - string eventName, - float timeout = 5f) where T : class - { - T received = null; - Action handler = e => received = e; - - subscribe(handler); - - yield return WaitUntil( - () => received != null, - $"Event '{eventName}' to fire", - timeout); - - unsubscribe(handler); - } - - /// - /// Assert that something does NOT happen within a time window. - /// - public static IEnumerator WaitAndAssertNot( - Func condition, - string description, - float duration = 1f) - { - var elapsed = 0f; - while (elapsed < duration) - { - Assert.IsFalse(condition(), - $"Condition unexpectedly became true: {description}"); - yield return null; - elapsed += Time.deltaTime; - } - } -} -``` - -## E2E Test Patterns - -### Given-When-Then with Async - -The core pattern for E2E tests. Clear structure, readable intent. - -```csharp -[UnityTest] -public IEnumerator PlayerCanMoveUnitThroughZOC() -{ - // GIVEN: Soviet unit adjacent to German ZOC - yield return Scenario - .WithUnit(Faction.Soviet, new Hex(3, 4), movementPoints: 6) - .WithUnit(Faction.German, new Hex(4, 4)) // Creates ZOC at adjacent hexes - .WithActiveFaction(Faction.Soviet) - .Build(); - - // WHEN: Player selects unit and moves through ZOC - yield return Input.ClickHex(new Hex(3, 4)); // Select unit - yield return AsyncAssert.WaitUntil( - () => GameState.Selection.HasSelectedUnit, - "Unit should be selected"); - - yield return Input.ClickHex(new Hex(5, 4)); // Click destination (through ZOC) - - // THEN: Unit arrives with reduced movement points (ZOC cost) - yield return AsyncAssert.WaitUntil( - () => GetUnitAt(new Hex(5, 4)) != null, - "Unit should arrive at destination"); - - var unit = GetUnitAt(new Hex(5, 4)); - Assert.Less(unit.MovementPoints, 3, - "ZOC passage should cost extra movement points"); -} -``` - -### Full Turn Cycle - -Testing the complete turn lifecycle. - -```csharp -[UnityTest] -public IEnumerator FullTurnCycle_PlayerToAIAndBack() -{ - // GIVEN: Mid-game state with both factions having units - yield return Scenario - .FromSaveFile("mid_game_scenario.json") - .Build(); - - var startingTurn = GameState.TurnNumber; - - // WHEN: Player ends their turn - yield return Input.ClickButton("EndPhaseButton"); - yield return AsyncAssert.WaitUntil( - () => GameState.CurrentPhase == TurnPhase.EndPhaseConfirmation, - "End phase confirmation"); - - yield return Input.ClickButton("ConfirmButton"); - - // THEN: AI executes its turn - yield return AsyncAssert.WaitUntil( - () => GameState.CurrentFaction == Faction.AI, - "AI turn should begin"); - - // AND: Eventually returns to player - yield return AsyncAssert.WaitUntil( - () => GameState.CurrentFaction == Faction.Player, - "Player turn should return", - timeout: 30f); // AI might take a while - - Assert.AreEqual(startingTurn + 1, GameState.TurnNumber, - "Turn number should increment"); -} -``` - -### Save/Load Round-Trip - -Critical for any game with persistence. - -```csharp -[UnityTest] -public IEnumerator SaveLoad_PreservesGameState() -{ - // GIVEN: Game in specific state - yield return Scenario - .WithUnit(Faction.Player, new Hex(5, 5), movementPoints: 3) - .OnTurn(7) - .Build(); - - var unitPosition = new Hex(5, 5); - var originalMP = GetUnitAt(unitPosition).MovementPoints; - var originalTurn = GameState.TurnNumber; - - // WHEN: Save and reload - var savePath = "test_save_roundtrip"; - yield return GameState.SaveGame(savePath); - - // Trash the current state - yield return SceneManager.LoadSceneAsync(SceneName); - yield return WaitForGameReady(); - - // Load the save - yield return GameState.LoadGame(savePath); - yield return WaitForGameReady(); - - // THEN: State is preserved - Assert.AreEqual(originalTurn, GameState.TurnNumber, - "Turn number should be preserved"); - - var loadedUnit = GetUnitAt(unitPosition); - Assert.IsNotNull(loadedUnit, "Unit should exist at saved position"); - Assert.AreEqual(originalMP, loadedUnit.MovementPoints, - "Movement points should be preserved"); - - // Cleanup - var savedFilePath = GameState.GetSavePath(savePath); - if (System.IO.File.Exists(savedFilePath)) - { - try - { - System.IO.File.Delete(savedFilePath); - } - catch (System.IO.IOException ex) - { - Debug.LogWarning($"[E2E] Failed to delete test save file '{savedFilePath}': {ex.Message}"); - } - catch (UnauthorizedAccessException ex) - { - Debug.LogWarning($"[E2E] Access denied deleting test save file '{savedFilePath}': {ex.Message}"); - } - } -} -``` - -### UI Flow Testing - -Testing complete UI journeys. - -```csharp -[UnityTest] -public IEnumerator MainMenu_NewGame_ReachesGameplay() -{ - // GIVEN: At main menu - yield return SceneManager.LoadSceneAsync("MainMenu"); - yield return null; - - // WHEN: Start new game flow - yield return Input.ClickButton("NewGameButton"); - yield return AsyncAssert.WaitUntil( - () => FindPanel("DifficultySelect") != null, - "Difficulty selection should appear"); - - yield return Input.ClickButton("NormalDifficultyButton"); - yield return Input.ClickButton("StartButton"); - - // THEN: Game scene loads and is playable - yield return AsyncAssert.WaitUntil( - () => SceneManager.GetActiveScene().name == "GameScene", - "Game scene should load", - timeout: 10f); - - yield return WaitForGameReady(); - - Assert.AreEqual(TurnPhase.PlayerMovement, GameState.CurrentPhase, - "Should start in player movement phase"); -} -``` - -## What to E2E Test - -### High Priority (Test These) - -| Category | Why | Examples | -|----------|-----|----------| -| Core gameplay loop | 90% of player time | Select → Move → Attack → End Turn | -| Turn/phase transitions | State machine boundaries | Phase changes, turn handoff | -| Save → Load → Resume | Data integrity | Full round-trip with verification | -| Win/lose conditions | Critical path endpoints | Victory triggers, game over | -| Critical UI flows | First impressions | Menu → Game → Pause → Resume | - -### Medium Priority (Test Key Paths) - -| Category | Why | Examples | -|----------|-----|----------| -| Undo/redo | Easy to break | Action reversal | -| Multiplayer sync | Complex state | Turn handoff in MP | -| Tutorial flow | First-time experience | Guided sequence | - -### Low Priority (Usually Skip for E2E) - -| Category | Why | Better Tested By | -|----------|-----|------------------| -| Edge cases | Combinatorial explosion | Unit tests | -| Visual correctness | Subjective, changes often | Manual testing | -| Performance | Needs dedicated tooling | Performance tests | -| Every permutation | Infinite combinations | Unit + integration | -| AI decision quality | Subjective | Playtesting | - -## E2E Test Organization - -``` -Tests/ -├── EditMode/ -│ └── ... (existing unit tests) -├── PlayMode/ -│ ├── Integration/ -│ │ └── ... (existing integration tests) -│ └── E2E/ -│ ├── E2E.asmdef -│ ├── Infrastructure/ -│ │ ├── GameE2ETestFixture.cs -│ │ ├── ScenarioBuilder.cs -│ │ ├── InputSimulator.cs -│ │ └── AsyncAssert.cs -│ ├── Scenarios/ -│ │ ├── TurnCycleE2ETests.cs -│ │ ├── MovementE2ETests.cs -│ │ ├── CombatE2ETests.cs -│ │ ├── SaveLoadE2ETests.cs -│ │ └── UIFlowE2ETests.cs -│ └── TestData/ -│ ├── mid_game_scenario.json -│ ├── endgame_scenario.json -│ └── edge_case_setup.json -``` - -### Assembly Definition for E2E - -```json -{ - "name": "E2E", - "references": [ - "GameAssembly" - ], - "includePlatforms": [], - "excludePlatforms": [], - "allowUnsafeCode": false, - "overrideReferences": true, - "precompiledReferences": [ - "nunit.framework.dll", - "UnityEngine.TestRunner.dll", - "UnityEditor.TestRunner.dll" - ], - "defineConstraints": [ - "UNITY_INCLUDE_TESTS" - ], - "autoReferenced": false -} -``` - -## CI Considerations - -E2E tests are slower and potentially flaky. Handle with care. - -### Separate CI Job - -```yaml -# GitHub Actions example -e2e-tests: - runs-on: ubuntu-latest - timeout-minutes: 30 - steps: - - uses: game-ci/unity-test-runner@v4 - with: - testMode: PlayMode - projectPath: . - customParameters: -testCategory E2E -``` - -### Retry Strategy - -```yaml -# Retry flaky tests once before failing -- uses: nick-fields/retry@v2 - with: - timeout_minutes: 15 - max_attempts: 2 - command: | - unity-test-runner --category E2E -``` - -### Failure Artifacts - -Capture screenshots and logs on failure: - -```csharp -[UnityTearDown] -public IEnumerator CaptureOnFailure() -{ - // Yield first to ensure we're on the main thread for screenshot capture - yield return null; - - if (TestContext.CurrentContext.Result.Outcome.Status == TestStatus.Failed) - { - var screenshot = ScreenCapture.CaptureScreenshotAsTexture(); - var bytes = screenshot.EncodeToPNG(); - var screenshotPath = $"TestResults/Screenshots/{TestContext.CurrentContext.Test.Name}.png"; - System.IO.File.WriteAllBytes(screenshotPath, bytes); - - Debug.Log($"[E2E FAILURE] Screenshot saved: {screenshotPath}"); - } -} -``` - -### Execution Frequency - -| Suite | When | Timeout | -|-------|------|---------| -| Unit tests | Every commit | 5 min | -| Integration | Every commit | 10 min | -| E2E (smoke) | Every commit | 15 min | -| E2E (full) | Nightly | 60 min | - -## Avoiding Flaky Tests - -E2E tests are notorious for flakiness. Fight it proactively. - -### DO - -- Use explicit waits with `AsyncAssert.WaitUntil` -- Wait for *game state*, not time -- Clean up thoroughly in TearDown -- Isolate tests completely -- Use deterministic scenarios -- Seed random number generators - -### DON'T - -- Use `yield return new WaitForSeconds(x)` as primary sync -- Depend on test execution order -- Share state between tests -- Rely on animation timing -- Assume frame-perfect timing -- Skip cleanup "because it's slow" - -### Debugging Flaky Tests - -```csharp -// Add verbose logging to track down race conditions -[UnityTest] -public IEnumerator FlakyTest_WithDebugging() -{ - Debug.Log($"[E2E] Test start: {Time.frameCount}"); - - yield return Scenario.Build(); - Debug.Log($"[E2E] Scenario built: {Time.frameCount}"); - - yield return Input.ClickHex(targetHex); - Debug.Log($"[E2E] Input sent: {Time.frameCount}, Selection: {GameState.Selection}"); - - yield return AsyncAssert.WaitUntilVerbose( - () => ExpectedCondition(), - "Expected condition", - timeout: 10f, - logInterval: 0.5f); -} -``` - -## Engine-Specific Notes - -### Unity - -- Use `[UnityTest]` attribute for coroutine-based tests -- Prefer `WaitUntil` over `WaitForSeconds` -- Use `Object.FindFirstObjectByType()` (not the deprecated `FindObjectOfType`) -- Consider `InputTestFixture` for Input System simulation -- Remember: `yield return null` waits one frame - -### Unreal - -- Use `FFunctionalTest` actors for level-based E2E -- `LatentIt` for async test steps in Automation Framework -- Gauntlet for extended E2E suites running in isolated processes -- `ADD_LATENT_AUTOMATION_COMMAND` for sequenced operations - -### Godot - -- Use `await` for async operations in GUT -- `await get_tree().create_timer(x).timeout` for timed waits -- Scene instancing provides natural test isolation -- Use `queue_free()` for cleanup, not `free()` (avoids errors) - -## Anti-Patterns - -### The "Test Everything" Trap - -Don't try to E2E test every edge case. That's what unit tests are for. - -```csharp -// BAD: Testing edge case via E2E -[UnityTest] -public IEnumerator Movement_WithExactlyZeroMP_CannotMove() // Unit test this -{ - // 30 seconds of setup for a condition unit tests cover -} - -// GOOD: E2E tests the journey, unit tests the edge cases -[UnityTest] -public IEnumerator Movement_TypicalPlayerJourney_WorksCorrectly() -{ - // Tests the common path players actually experience -} -``` - -### The "Magic Sleep" Pattern - -```csharp -// BAD: Hoping 2 seconds is enough -yield return new WaitForSeconds(2f); -Assert.IsTrue(condition); - -// GOOD: Wait for the actual condition -yield return AsyncAssert.WaitUntil(() => condition, "description"); -``` - -### The "Shared State" Trap - -```csharp -// BAD: Tests pollute each other -private static int testCounter = 0; // Shared between tests! - -// GOOD: Each test is isolated -[SetUp] -public void Setup() -{ - // Fresh state every test -} -``` - -## Measuring E2E Test Value - -### Coverage Metrics That Matter - -- **Journey coverage**: How many critical player paths are tested? -- **Failure detection rate**: How many real bugs do E2E tests catch? -- **False positive rate**: How often do E2E tests fail spuriously? - -### Warning Signs - -- E2E suite takes > 30 minutes -- Flaky test rate > 5% -- E2E tests duplicate unit test coverage -- Team skips E2E tests because they're "always broken" - -### Health Indicators - -- E2E tests catch integration bugs unit tests miss -- New features include E2E tests for happy path -- Flaky tests are fixed or removed within a sprint -- E2E suite runs on every PR (at least smoke subset) diff --git a/src/modules/bmgd/gametest/knowledge/godot-testing.md b/src/modules/bmgd/gametest/knowledge/godot-testing.md deleted file mode 100644 index ab79e093..00000000 --- a/src/modules/bmgd/gametest/knowledge/godot-testing.md +++ /dev/null @@ -1,875 +0,0 @@ -# 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 | - -## C# Testing in Godot - -Godot 4 supports C# via .NET 6+. You can use standard .NET testing frameworks alongside GUT. - -### Project Setup for C# - -``` -project/ -├── addons/ -│ └── gut/ -├── src/ -│ ├── Player/ -│ │ └── PlayerController.cs -│ └── Combat/ -│ └── DamageCalculator.cs -├── tests/ -│ ├── gdscript/ -│ │ └── test_integration.gd -│ └── csharp/ -│ ├── Tests.csproj -│ └── DamageCalculatorTests.cs -└── project.csproj -``` - -### C# Test Project Setup - -Create a separate test project that references your game assembly: - -```xml - - - - net6.0 - true - false - - - - - - - - - - - - - -``` - -### Basic C# Unit Tests - -```csharp -// tests/csharp/DamageCalculatorTests.cs -using Xunit; -using YourGame.Combat; - -public class DamageCalculatorTests -{ - private readonly DamageCalculator _calculator; - - public DamageCalculatorTests() - { - _calculator = new DamageCalculator(); - } - - [Fact] - public void Calculate_BaseDamage_ReturnsCorrectValue() - { - var result = _calculator.Calculate(100f, 1f); - Assert.Equal(100f, result); - } - - [Fact] - public void Calculate_CriticalHit_DoublesDamage() - { - var result = _calculator.Calculate(100f, 2f); - Assert.Equal(200f, result); - } - - [Theory] - [InlineData(100f, 0.5f, 50f)] - [InlineData(100f, 1.5f, 150f)] - [InlineData(50f, 2f, 100f)] - public void Calculate_Parameterized_ReturnsExpected( - float baseDamage, float multiplier, float expected) - { - var result = _calculator.Calculate(baseDamage, multiplier); - Assert.Equal(expected, result); - } -} -``` - -### Testing Godot Nodes in C# - -For tests requiring Godot runtime, use a hybrid approach: - -```csharp -// tests/csharp/PlayerControllerTests.cs -using Godot; -using Xunit; -using YourGame.Player; - -public class PlayerControllerTests : IDisposable -{ - private readonly SceneTree _sceneTree; - private PlayerController _player; - - public PlayerControllerTests() - { - // These tests must run within Godot runtime - // Use GodotXUnit or similar adapter - } - - [GodotFact] // Custom attribute for Godot runtime tests - public async Task Player_Move_ChangesPosition() - { - var startPos = _player.GlobalPosition; - - _player.SetInput(new Vector2(1, 0)); - - await ToSignal(GetTree().CreateTimer(0.5f), "timeout"); - - Assert.True(_player.GlobalPosition.X > startPos.X); - } - - public void Dispose() - { - _player?.QueueFree(); - } -} -``` - -### C# Mocking with NSubstitute - -```csharp -using NSubstitute; -using Xunit; - -public class EnemyAITests -{ - [Fact] - public void Enemy_UsesPathfinding_WhenMoving() - { - var mockPathfinding = Substitute.For(); - mockPathfinding.FindPath(Arg.Any(), Arg.Any()) - .Returns(new[] { Vector2.Zero, new Vector2(10, 10) }); - - var enemy = new EnemyAI(mockPathfinding); - - enemy.MoveTo(new Vector2(10, 10)); - - mockPathfinding.Received().FindPath( - Arg.Any(), - Arg.Is(v => v == new Vector2(10, 10))); - } -} -``` - -### Running C# Tests - -```bash -# Run C# unit tests (no Godot runtime needed) -dotnet test tests/csharp/Tests.csproj - -# Run with coverage -dotnet test tests/csharp/Tests.csproj --collect:"XPlat Code Coverage" - -# Run specific test -dotnet test tests/csharp/Tests.csproj --filter "FullyQualifiedName~DamageCalculator" -``` - -### Hybrid Test Strategy - -| Test Type | Framework | When to Use | -| ------------- | ---------------- | ---------------------------------- | -| Pure logic | xUnit/NUnit (C#) | Classes without Godot dependencies | -| Node behavior | GUT (GDScript) | MonoBehaviour-like testing | -| Integration | GUT (GDScript) | Scene and signal testing | -| E2E | GUT (GDScript) | Full gameplay flows | - -## End-to-End Testing - -For comprehensive E2E testing patterns, infrastructure scaffolding, and -scenario builders, see **knowledge/e2e-testing.md**. - -### E2E Infrastructure for Godot - -#### GameE2ETestFixture (GDScript) - -```gdscript -# tests/e2e/infrastructure/game_e2e_test_fixture.gd -extends GutTest -class_name GameE2ETestFixture - -var game_state: GameStateManager -var input_sim: InputSimulator -var scenario: ScenarioBuilder -var _scene_instance: Node - -## Override to specify a different scene for specific test classes. -func get_scene_path() -> String: - return "res://scenes/game.tscn" - -func before_each(): - # Load game scene - var scene = load(get_scene_path()) - _scene_instance = scene.instantiate() - add_child(_scene_instance) - - # Get references - game_state = _scene_instance.get_node("GameStateManager") - assert_not_null(game_state, "GameStateManager not found in scene") - - input_sim = InputSimulator.new() - scenario = ScenarioBuilder.new(game_state) - - # Wait for ready - await wait_for_game_ready() - -func after_each(): - if _scene_instance: - _scene_instance.queue_free() - _scene_instance = null - input_sim = null - scenario = null - -func wait_for_game_ready(timeout: float = 10.0): - var elapsed = 0.0 - while not game_state.is_ready and elapsed < timeout: - await get_tree().process_frame - elapsed += get_process_delta_time() - assert_true(game_state.is_ready, "Game should be ready within timeout") -``` - -#### ScenarioBuilder (GDScript) - -```gdscript -# tests/e2e/infrastructure/scenario_builder.gd -extends RefCounted -class_name ScenarioBuilder - -var _game_state: GameStateManager -var _setup_actions: Array[Callable] = [] - -func _init(game_state: GameStateManager): - _game_state = game_state - -## Load a pre-configured scenario from a save file. -func from_save_file(file_name: String) -> ScenarioBuilder: - _setup_actions.append(func(): await _load_save_file(file_name)) - return self - -## Configure the current turn number. -func on_turn(turn_number: int) -> ScenarioBuilder: - _setup_actions.append(func(): _set_turn(turn_number)) - return self - -## Spawn a unit at position. -func with_unit(faction: int, position: Vector2, movement_points: int = 6) -> ScenarioBuilder: - _setup_actions.append(func(): await _spawn_unit(faction, position, movement_points)) - return self - -## Execute all configured setup actions. -func build() -> void: - for action in _setup_actions: - await action.call() - _setup_actions.clear() - -## Clear pending actions without executing. -func reset() -> void: - _setup_actions.clear() - -# Private implementation -func _load_save_file(file_name: String) -> void: - var path = "res://tests/e2e/test_data/%s" % file_name - await _game_state.load_game(path) - -func _set_turn(turn: int) -> void: - _game_state.set_turn_number(turn) - -func _spawn_unit(faction: int, pos: Vector2, mp: int) -> void: - var unit = _game_state.spawn_unit(faction, pos) - unit.movement_points = mp -``` - -#### InputSimulator (GDScript) - -```gdscript -# tests/e2e/infrastructure/input_simulator.gd -extends RefCounted -class_name InputSimulator - -## Click at a world position. -func click_world_position(world_pos: Vector2) -> void: - var viewport = Engine.get_main_loop().root.get_viewport() - var camera = viewport.get_camera_2d() - var screen_pos = camera.get_screen_center_position() + (world_pos - camera.global_position) - await click_screen_position(screen_pos) - -## Click at a screen position. -func click_screen_position(screen_pos: Vector2) -> void: - var press = InputEventMouseButton.new() - press.button_index = MOUSE_BUTTON_LEFT - press.pressed = true - press.position = screen_pos - - var release = InputEventMouseButton.new() - release.button_index = MOUSE_BUTTON_LEFT - release.pressed = false - release.position = screen_pos - - Input.parse_input_event(press) - await Engine.get_main_loop().process_frame - Input.parse_input_event(release) - await Engine.get_main_loop().process_frame - -## Click a UI button by name. -func click_button(button_name: String) -> void: - var root = Engine.get_main_loop().root - var button = _find_button_recursive(root, button_name) - assert(button != null, "Button '%s' not found in scene tree" % button_name) - - if not button.visible: - push_warning("[InputSimulator] Button '%s' is not visible" % button_name) - if button.disabled: - push_warning("[InputSimulator] Button '%s' is disabled" % button_name) - - button.pressed.emit() - await Engine.get_main_loop().process_frame - -func _find_button_recursive(node: Node, button_name: String) -> Button: - if node is Button and node.name == button_name: - return node - for child in node.get_children(): - var found = _find_button_recursive(child, button_name) - if found: - return found - return null - -## Press and release a key. -func press_key(keycode: Key) -> void: - var press = InputEventKey.new() - press.keycode = keycode - press.pressed = true - - var release = InputEventKey.new() - release.keycode = keycode - release.pressed = false - - Input.parse_input_event(press) - await Engine.get_main_loop().process_frame - Input.parse_input_event(release) - await Engine.get_main_loop().process_frame - -## Simulate an input action. -func action_press(action_name: String) -> void: - Input.action_press(action_name) - await Engine.get_main_loop().process_frame - -func action_release(action_name: String) -> void: - Input.action_release(action_name) - await Engine.get_main_loop().process_frame - -## Reset all input state. -func reset() -> void: - Input.flush_buffered_events() -``` - -#### AsyncAssert (GDScript) - -```gdscript -# tests/e2e/infrastructure/async_assert.gd -extends RefCounted -class_name AsyncAssert - -## Wait until condition is true, or fail after timeout. -static func wait_until( - condition: Callable, - description: String, - timeout: float = 5.0 -) -> void: - var elapsed := 0.0 - while not condition.call() and elapsed < timeout: - await Engine.get_main_loop().process_frame - elapsed += Engine.get_main_loop().root.get_process_delta_time() - - assert(condition.call(), - "Timeout after %.1fs waiting for: %s" % [timeout, description]) - -## Wait for a value to equal expected. -static func wait_for_value( - getter: Callable, - expected: Variant, - description: String, - timeout: float = 5.0 -) -> void: - await wait_until( - func(): return getter.call() == expected, - "%s to equal '%s' (current: '%s')" % [description, expected, getter.call()], - timeout) - -## Wait for a float value within tolerance. -static func wait_for_value_approx( - getter: Callable, - expected: float, - description: String, - tolerance: float = 0.0001, - timeout: float = 5.0 -) -> void: - await wait_until( - func(): return absf(expected - getter.call()) < tolerance, - "%s to equal ~%s ±%s (current: %s)" % [description, expected, tolerance, getter.call()], - timeout) - -## Assert that condition does NOT become true within duration. -static func assert_never_true( - condition: Callable, - description: String, - duration: float = 1.0 -) -> void: - var elapsed := 0.0 - while elapsed < duration: - assert(not condition.call(), - "Condition unexpectedly became true: %s" % description) - await Engine.get_main_loop().process_frame - elapsed += Engine.get_main_loop().root.get_process_delta_time() - -## Wait for specified number of frames. -static func wait_frames(count: int) -> void: - for i in range(count): - await Engine.get_main_loop().process_frame - -## Wait for physics to settle. -static func wait_for_physics(frames: int = 3) -> void: - for i in range(frames): - await Engine.get_main_loop().root.get_tree().physics_frame -``` - -### Example E2E Test (GDScript) - -```gdscript -# tests/e2e/scenarios/test_combat_flow.gd -extends GameE2ETestFixture - -func test_player_can_attack_enemy(): - # GIVEN: Player and enemy in combat range - await scenario \ - .with_unit(Faction.PLAYER, Vector2(100, 100)) \ - .with_unit(Faction.ENEMY, Vector2(150, 100)) \ - .build() - - var enemy = game_state.get_units(Faction.ENEMY)[0] - var initial_health = enemy.health - - # WHEN: Player attacks - await input_sim.click_world_position(Vector2(100, 100)) # Select player - await AsyncAssert.wait_until( - func(): return game_state.selected_unit != null, - "Unit should be selected") - - await input_sim.click_world_position(Vector2(150, 100)) # Attack enemy - - # THEN: Enemy takes damage - await AsyncAssert.wait_until( - func(): return enemy.health < initial_health, - "Enemy should take damage") - -func test_turn_cycle_completes(): - # GIVEN: Game in progress - await scenario.on_turn(1).build() - var starting_turn = game_state.turn_number - - # WHEN: Player ends turn - await input_sim.click_button("EndTurnButton") - await AsyncAssert.wait_until( - func(): return game_state.current_faction == Faction.ENEMY, - "Should switch to enemy turn") - - # AND: Enemy turn completes - await AsyncAssert.wait_until( - func(): return game_state.current_faction == Faction.PLAYER, - "Should return to player turn", - 30.0) # AI might take a while - - # THEN: Turn number incremented - assert_eq(game_state.turn_number, starting_turn + 1) -``` - -### Quick E2E Checklist for Godot - -- [ ] Create `GameE2ETestFixture` base class extending GutTest -- [ ] Implement `ScenarioBuilder` for your game's domain -- [ ] Create `InputSimulator` wrapping Godot Input -- [ ] Add `AsyncAssert` utilities with proper await -- [ ] Organize E2E tests under `tests/e2e/scenarios/` -- [ ] Configure GUT to include E2E test directory -- [ ] Set up CI with headless Godot execution diff --git a/src/modules/bmgd/gametest/knowledge/input-testing.md b/src/modules/bmgd/gametest/knowledge/input-testing.md deleted file mode 100644 index ed4f7b37..00000000 --- a/src/modules/bmgd/gametest/knowledge/input-testing.md +++ /dev/null @@ -1,315 +0,0 @@ -# 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(); - - 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(); - 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 diff --git a/src/modules/bmgd/gametest/knowledge/localization-testing.md b/src/modules/bmgd/gametest/knowledge/localization-testing.md deleted file mode 100644 index fd4b0344..00000000 --- a/src/modules/bmgd/gametest/knowledge/localization-testing.md +++ /dev/null @@ -1,304 +0,0 @@ -# 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()) - { - var rectTransform = textElement.GetComponent(); - var textComponent = textElement.GetComponent(); - - 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 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 diff --git a/src/modules/bmgd/gametest/knowledge/multiplayer-testing.md b/src/modules/bmgd/gametest/knowledge/multiplayer-testing.md deleted file mode 100644 index 7ee8ddf1..00000000 --- a/src/modules/bmgd/gametest/knowledge/multiplayer-testing.md +++ /dev/null @@ -1,322 +0,0 @@ -# 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(); - 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( - 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 diff --git a/src/modules/bmgd/gametest/knowledge/performance-testing.md b/src/modules/bmgd/gametest/knowledge/performance-testing.md deleted file mode 100644 index 38f363e5..00000000 --- a/src/modules/bmgd/gametest/knowledge/performance-testing.md +++ /dev/null @@ -1,204 +0,0 @@ -# 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 diff --git a/src/modules/bmgd/gametest/knowledge/playtesting.md b/src/modules/bmgd/gametest/knowledge/playtesting.md deleted file mode 100644 index c22242a9..00000000 --- a/src/modules/bmgd/gametest/knowledge/playtesting.md +++ /dev/null @@ -1,384 +0,0 @@ -# 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 diff --git a/src/modules/bmgd/gametest/knowledge/qa-automation.md b/src/modules/bmgd/gametest/knowledge/qa-automation.md deleted file mode 100644 index 491660b2..00000000 --- a/src/modules/bmgd/gametest/knowledge/qa-automation.md +++ /dev/null @@ -1,190 +0,0 @@ -# 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 diff --git a/src/modules/bmgd/gametest/knowledge/regression-testing.md b/src/modules/bmgd/gametest/knowledge/regression-testing.md deleted file mode 100644 index 975c4659..00000000 --- a/src/modules/bmgd/gametest/knowledge/regression-testing.md +++ /dev/null @@ -1,280 +0,0 @@ -# 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 diff --git a/src/modules/bmgd/gametest/knowledge/save-testing.md b/src/modules/bmgd/gametest/knowledge/save-testing.md deleted file mode 100644 index 663898a5..00000000 --- a/src/modules/bmgd/gametest/knowledge/save-testing.md +++ /dev/null @@ -1,280 +0,0 @@ -# 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(() => - 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(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(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 diff --git a/src/modules/bmgd/gametest/knowledge/smoke-testing.md b/src/modules/bmgd/gametest/knowledge/smoke-testing.md deleted file mode 100644 index 20be2ae0..00000000 --- a/src/modules/bmgd/gametest/knowledge/smoke-testing.md +++ /dev/null @@ -1,404 +0,0 @@ -# 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