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
This commit is contained in:
Scott Jennings 2026-01-14 14:38:24 -06:00
parent 04cc4ce55c
commit c3c9dbd3c2
2 changed files with 1625 additions and 0 deletions

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@ -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
<!-- tests/csharp/Tests.csproj -->
<Project Sdk="Godot.NET.Sdk/4.2.0">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<IsPackable>false</IsPackable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.8.0" />
<PackageReference Include="xunit" Version="2.6.2" />
<PackageReference Include="xunit.runner.visualstudio" Version="2.5.4" />
<PackageReference Include="NSubstitute" Version="5.1.0" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="../../project.csproj" />
</ItemGroup>
</Project>
```
### 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<IPathfinding>();
mockPathfinding.FindPath(Arg.Any<Vector2>(), Arg.Any<Vector2>())
.Returns(new[] { Vector2.Zero, new Vector2(10, 10) });
var enemy = new EnemyAI(mockPathfinding);
enemy.MoveTo(new Vector2(10, 10));
mockPathfinding.Received().FindPath(
Arg.Any<Vector2>(),
Arg.Is<Vector2>(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

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