# Feature slice: tests, quality, and performance evidence The project uses deterministic headless scenarios, GUT unit tests, formatting/ lint checks, and reviewed benchmark ledgers. Tests are part of the architecture: they prove authority boundaries, conservation, migration, parity, and deterministic continuation. ## Quality gate Run from the repository root: ```bash ./tools/quality.sh --changed # fast iteration ./tools/quality.sh # full gate before commit git diff --check ``` The gate currently runs Godot 4.7 platform/import checks, `gdformat`, `gdlint`, headless project checks, standalone scenarios, GUT, and a dedicated Compatibility presentation smoke. It uses an isolated Godot profile under `logs/quality/godot_profile`. On macOS, Godot's certificate-store diagnostic, Terrain3D interpolation deprecation, and the exact known dummy-shader exit diagnostic are classified by the gate; new error classes must not be hidden. ## Scenario families | Concern | Representative tests | | --- | --- | | Definitions and packs | `content_catalog_test`, `simulation_definitions_test`, `test_activity_content_catalog_contract` | | Targets and interaction parity | `world_target_registry_test`, `context_scoped_world_targets_test`, `resource_node_player_parity_test`, `test_activity_action_command_service` | | Economy and resources | `food_storage_loop_test`, `resource_regrowth_test`, `animal_food_delivery_test` | | Animals and enemies | `animal_definition_contract_test`, `animal_pair_vertical_slice_test`, `test_combatant_factory`, `conflict_war_system_test` | | Events and social facts | `test_world_event_store`, `test_social_foundations`, `witnessed_knowledge_consequence_test`, `relationship_consequence_test` | | Situations and dialogue | `test_situation_system`, `emergent_jajce_slice_test`, `conversation_domain_test`, `dialogue_manager_conversation_presenter_test`, `dialogue_mode_controller_test` | | Save/migration | `test_emergent_state_validation`, `simulation_state_serialization_test`, `save_slot_persistence_test`, `test_commitment_lifecycle_service` | | Regional records | `test_regional_world_state`, `test_regional_scheduler`, `test_regional_caravan_service`, `test_regional_chunked_persistence`, `test_regional_chunked_file_store` | | Presentation | `jajce_world_scaffold_test`, `jajce_presentation_quality_test`, `jajce_runtime_integration_test`, `test_presentation_relevance_policy`, `creature_visual_path_retry_test` | When a change affects state, target selection, saves, navigation reachability, player/NPC parity, deterministic continuation, or a fact-representing UI, extend a scenario rather than relying on a parser/lint pass. ## Benchmark runners ```bash # local simulation population/history fixture godot --headless --path "$PWD" \ --script res://tools/benchmark_simulation_scaling.gd # loaded finite-resource spatial discovery godot --headless --path "$PWD" \ --script res://tools/benchmark_loaded_resource_discovery.gd # regional records and scheduler (20 caravans / 50k cohorts) godot --headless --path "$PWD" \ --script res://tools/benchmark_regional_scale.gd ``` Reviewed reports live in `docs/benchmarks/` beside machine-readable JSON. A benchmark must record seed, Godot version, host label, workload/schema ID, sample count, warmup, simulated ticks, checksums, and exclusions. Structural headless measurements cannot be presented as rendered frame-time claims. ## Determinism and conservation checklist For a new system, add tests for: - same seed/run produces the same canonical checksum; - save/load at the important boundary continues identically; - execution budgets `{1, 8, unlimited}` preserve order and result where a scheduler is involved; - loaded, unloaded, and load/unload presentation produce identical authority; - people, cargo, inventory, storage, unique items, and event IDs conserve; - stale offers, duplicate IDs, unknown definitions, forged facts, and scope mismatches fail without partial mutation; - important identities remain pinned through relevance/aggregation decisions. ## Current evidence and gaps The current full suite passes 154/154 tests with 2,047 assertions. Baseline 03 measures 600 full-fidelity data-only NPC/combatant records at about 90.6 ticks/s on the reviewed development host. The regional baseline proves the target record counts and scheduler parity. Neither measures a complete regional economy or weak-PC rendering. The next performance evidence should capture High and Low at a fixed gameplay camera on a named weak-PC reference: p50/p95/p99 CPU/GPU frame time, draw calls, primitives, memory/VRAM, active detailed visuals, and navigation queue depth. Keep those measurements in a reviewed ledger instead of adding brittle hardware limits to CI. ## Test authoring conventions - Use stable IDs and fixed seeds. - Prefer exact assertions over prose or frame timing. - Make test fixtures isolate duplicate stable-ID registries and world scopes. - Use fake presenters for semantic dialogue; reserve plugin/parser tests for the adapter boundary. - Keep benchmark fixtures independent of production managers unless the test is explicitly an integration proof. - Run focused tests while editing, then the full gate before committing.