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gamedev-the-steward/docs/local_quality_gate.md
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# Local Quality Gate
A single command to detect broken GDScript, formatting issues, lint problems,
parser errors, and LLM-generated garbage before committing.
## Requirements
- **Python 3** with the pinned `gdtoolkit` (gdscript-toolkit). The recommended
setup uses `uv` and a project-local environment. These commands are the same
in macOS shells and Windows PowerShell:
```bash
uv venv .venv
uv pip install -r requirements-dev.txt
```
- **Godot 4.7.x** binary on `PATH`, or set the `GODOT_BIN` environment
variable. The gate rejects other engine series before importing or testing.
- **GUT 9.7.1** is vendored under `addons/gut` for Godot 4.7. No separate
package-manager install is needed.
- **Terrain3D 1.0.2** is vendored with macOS and Windows x86-64 debug and
release binaries. No separate native build is needed on either development
platform.
The vendored addon comes from the official
[`bitwes/Gut` v9.7.1 release](https://github.com/bitwes/Gut/releases/tag/v9.7.1).
The downloaded release archive SHA-256 is
`14969aa46adc84aa08cdd21b9f6d1a64addd92ae60b36f02d0521ed305aa4086`.
Terrain3D carries one intentional local Godot 4.7 compatibility patch in
`addons/terrain_3d/src/double_slider.gd`: its editor display-scale lookups use
the 4.7 `interface/editor/appearance/*` setting paths. Preserve or re-evaluate
that patch when upgrading the vendored addon; without it, the first isolated
import fails before a class cache exists.
The quality and format scripts discover `.venv` automatically; activating it
is optional. Missing `gdformat` or `gdlint` is a gate failure rather than a
silent skip.
### Finding Godot
The macOS gate checks project metadata, `godot`/`godot4` on `PATH`, and the
standard `/Applications/Godot.app` location. The Windows gate checks project
metadata, `PATH`, common Program Files and Local AppData locations, and a
standard Scoop install. It prefers Godot's console executable when available.
For a downloaded or custom install, set the executable explicitly:
```bash
export GODOT_BIN="/Applications/Godot.app/Contents/MacOS/Godot"
```
```powershell
$env:GODOT_BIN = "C:\Tools\Godot\Godot_v4.7-stable_win64_console.exe"
```
## Usage
### Full project check
```bash
./tools/quality.sh
```
```powershell
powershell -NoProfile -ExecutionPolicy Bypass -File .\tools\quality.ps1
```
### Fast changed-files mode
Only runs `gdformat` / `gdlint` on tracked changes and new untracked `.gd`
files. The Godot dependency check and all project scenarios still run.
```bash
./tools/quality.sh --changed
```
```powershell
powershell -NoProfile -ExecutionPolicy Bypass -File .\tools\quality.ps1 -Changed
```
### Auto-format (not part of the gate)
```bash
./tools/fix_format.sh
```
```powershell
powershell -NoProfile -ExecutionPolicy Bypass -File .\tools\fix_format.ps1
```
Both gates and both formatter entry points operate on the same game-owned
roots: `player`, `simulation`, `tests`, `tools`, and `world`. Third-party
addons and demos remain outside automatic formatting.
### Add-on policy
Add an editor or runtime add-on only for a current gameplay or diagnostic
consumer. Pin its exact release, retain its license and source provenance, and
avoid auto-updates. Native add-ons must vendor macOS and Windows x86-64 debug
and release payloads; add those paths to the `platform-assets` manifest in both
quality scripts so either development platform detects an incomplete package.
## What it checks
| Check | Tool | What it detects |
|---|---|---|
| **platform-assets** | File manifest | Missing Terrain3D macOS or Windows native payloads |
| **godot-import** | Godot 4.7 headless importer | Missing or stale global `class_name` cache on fresh clones |
| **gdformat** | Game-owned GDScript roots | Formatting without rewriting addons or demos |
| **gdlint** | Game-owned GDScript roots | Lint violations such as unused arguments and naming |
| **godot-check** | Headless definitions scenario | Parser errors and missing dependencies |
| **scenarios** | Every `tests/*_test.gd` script | Simulation, persistence, navigation, and presentation regressions |
| **gut** | Vendored GUT 9.7.1 CLI | Focused unit regressions under `tests/unit/` |
## Output
If everything passes:
```
QUALITY RESULT: PASS
Godot: 4.7.stable.official.5b4e0cb0f
platform-assets PASS
godot-import PASS
gdformat PASS
gdlint PASS
godot-check PASS
scenarios PASS
gut PASS
Full logs:
logs/quality/latest/
```
On failure, only relevant errors and fix suggestions are shown:
```
QUALITY RESULT: FAIL
Godot: 4.7.stable.official.5b4e0cb0f
platform-assets PASS
godot-import PASS
gdformat FAIL
gdlint FAIL
godot-check PASS
scenarios PASS
gut PASS
res://simulation/SimNPC.gd:42 Unused argument 'delta'
res://simulation/task_manager.gd:88 Line too long (120 > 100)
NEXT FIX:
1. Fix unused-argument in SimNPC.gd
2. Run gdformat to auto-format files
Full logs:
logs/quality/latest/
```
Full logs are always written to `logs/quality/latest/` and never dumped
to the terminal.
## Environment variables
| Variable | Description |
|---|---|
| `GODOT_BIN` | Path to the Godot 4.7.x executable (auto-detected if unset) |
## CI setup
To add this to CI, provide a Godot 4.7.x executable, install the dependencies,
and run:
```bash
python -m pip install -r requirements-dev.txt
./tools/quality.sh
```
The script exits non-zero on any failure, including a wrong Godot series or
missing pinned formatter/linter, so it will fail the CI step.
Both gates isolate Godot's cross-platform user-data paths under
`logs/quality/godot_profile`. Before running scenarios it imports project and
GUT global classes whenever GDScript changes, so fresh, renamed, and deleted
`class_name` scripts cannot leave the ignored cache stale. Godot/GUT script
parse or load markers are failures because headless Godot can report those
errors while returning a zero process exit code. Every Godot subprocess has a
portable watchdog on stock macOS as well as Linux/Windows, and nonzero
`gdformat`/`gdlint` exits fail the gate even when their output is not a familiar
diagnostic string. Import receives a 60-second timeout on both shell and
PowerShell; the focused checks retain their 30-second timeout.