ck-game-testing-discipline

Define consumer testing policy for CkFoundation-based games with signal-driven AutoTests.

4|Updated Aug 15, 2023
One-click install
npx skills add https://github.com/chainkemists/CkFoundation --skill ck-game-testing-discipline
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ck-game-testing-discipline
Source: https://github.com/chainkemists/CkFoundation/tree/main/.claude/skills/ck-game-testing-discipline
Command: npx skills add https://github.com/chainkemists/CkFoundation --skill ck-game-testing-discipline

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill resolves inconsistencies in game testing by providing a unified policy for coverage, test layer selection, and contamination prevention in shared-world Unreal Engine environments.

Core Features & Use Cases

  • Coverage Norms: Enforces the three-slice coverage shape (Unit, Compose, End-to-end) to ensure behavioral features are tested at the correct granularity.
  • Contamination Control: Provides specific patterns to prevent test leakage, such as orphan probe detection and proper signal-driven step machine implementation.
  • Use Case: Use this skill when you need to determine whether a new feature requires a lightweight AutoTest or a full Gauntlet process, or when diagnosing why a test is failing due to shared-world state interference.

Quick Start

Consult the ck-game-testing-discipline skill to determine the appropriate test layer and coverage requirements for your new feature implementation.

Frequently Asked Questions about ck-game-testing-discipline

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I prevent test contamination in Unreal Engine shared-world environments?

To prevent test contamination in Unreal Engine shared-world environments, implement orphan probe detection and proper signal-driven step machines. These specific patterns isolate shared-world state, preventing test leakage and ensuring deterministic execution.

What is the three-slice coverage shape for game testing?

The three-slice coverage shape for game testing enforces Unit, Compose, and End-to-end test layers. This behavioral coverage model ensures features are tested at the correct granularity, providing consistent verification across different levels of game logic.

How do I choose between an AutoTest and a full Gauntlet process for a new feature?

Choose between an AutoTest and a full Gauntlet process by consulting the consumer testing policy for CkFoundation-based games. This policy determines the appropriate test layer and coverage requirements based on the feature's behavioral scope and replication needs.

Does this testing policy support signal-driven AutoTests for ECS game development?

Yes, this testing policy supports signal-driven AutoTests for ECS game development. It defines the implementation of signal-driven step machines to ensure deterministic test execution, proper replication handling, and evidence-based verification standards.

Why does my game test fail due to shared-world state interference?

Game tests fail due to shared-world state interference when orphan probes or signal-driven step machines are improperly implemented. Mitigate this shared-world contamination trap by enforcing strict test isolation and proper replication handling as defined by the testing policy.

Can I use this testing discipline for non-CkFoundation Unreal Engine games?

This testing discipline specifically defines the consumer testing policy for CkFoundation-based games. While the contamination control patterns may be conceptually applicable, the coverage norms and signal-driven AutoTests are tailored for CkFoundation environments.