godot-e2e 1.0.0__tar.gz

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godot_e2e-1.0.0/NOTICE ADDED
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+ godot-e2e
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+ Copyright 2026 LIU MINGJUN (RandallLiuXin)
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+
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+ Licensed under the Apache License, Version 2.0 (the "License");
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+ you may not use this file except in compliance with the License.
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+ You may obtain a copy of the License at
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+
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+ http://www.apache.org/licenses/LICENSE-2.0
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+
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+ Unless required by applicable law or agreed to in writing, software
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+ See the License for the specific language governing permissions and
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+ limitations under the License.
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+ Metadata-Version: 2.4
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+ Name: godot-e2e
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+ Version: 1.0.0
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+ Summary: Out-of-process E2E testing tool for Godot
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+ Author: LIU MINGJUN
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+ License: Apache-2.0
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+ Project-URL: Homepage, https://github.com/RandallLiuXin/godot-e2e
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+ Project-URL: Repository, https://github.com/RandallLiuXin/godot-e2e
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+ Project-URL: Documentation, https://github.com/RandallLiuXin/godot-e2e/tree/main/docs
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+ Project-URL: Issues, https://github.com/RandallLiuXin/godot-e2e/issues
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+ Project-URL: Changelog, https://github.com/RandallLiuXin/godot-e2e/blob/main/CHANGELOG.md
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+ Keywords: godot,e2e,testing,game,automation,pytest
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+ Classifier: Development Status :: 3 - Alpha
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+ Classifier: Intended Audience :: Developers
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+ Classifier: License :: OSI Approved :: Apache Software License
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+ Classifier: Programming Language :: Python :: 3
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+ Classifier: Programming Language :: Python :: 3.9
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+ Classifier: Programming Language :: Python :: 3.10
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+ Classifier: Programming Language :: Python :: 3.11
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+ Classifier: Programming Language :: Python :: 3.12
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+ Classifier: Programming Language :: Python :: 3.13
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+ Classifier: Framework :: Pytest
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+ Classifier: Topic :: Software Development :: Testing
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+ Classifier: Topic :: Games/Entertainment
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+ Requires-Python: >=3.9
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+ Description-Content-Type: text/markdown
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+ License-File: LICENSE
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+ License-File: NOTICE
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+ Requires-Dist: pytest>=7.0
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+ Provides-Extra: dev
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+ Requires-Dist: pytest>=7.0; extra == "dev"
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+ Dynamic: license-file
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+
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+ **English** | [中文](README.zh-CN.md)
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+
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+ # godot-e2e
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+
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+ [![CI](https://github.com/RandallLiuXin/godot-e2e/actions/workflows/ci.yml/badge.svg)](https://github.com/RandallLiuXin/godot-e2e/actions/workflows/ci.yml)
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+ [![PyPI](https://img.shields.io/pypi/v/godot-e2e)](https://pypi.org/project/godot-e2e/)
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+ [![Python](https://img.shields.io/badge/Python-3.9%2B-blue?logo=python&logoColor=white)](https://pypi.org/project/godot-e2e/)
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+ [![Godot](https://img.shields.io/badge/Godot-4.x-blue?logo=godotengine)](https://godotengine.org/)
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+ [![License](https://img.shields.io/badge/License-Apache_2.0-green)](LICENSE)
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+
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+ Out-of-process E2E testing tool for Godot
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+
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+ ---
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+
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+ ## Quick Start
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+
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+ **1. Install the addon**
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+
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+ Copy `addons/godot_e2e/` into your Godot project's `addons/` directory. Add `AutomationServer`
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+ as an Autoload in your project settings:
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+
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+ - Path: `*res://addons/godot_e2e/automation_server.gd`
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+ - Name: `AutomationServer`
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+
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+ The `*` prefix means the script is used directly (not a scene). The server is completely dormant
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+ unless the game is launched with the `--e2e` flag, so it has no effect in production builds.
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+
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+ **2. Install the Python package**
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+
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+ ```bash
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+ pip install godot-e2e
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+ ```
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+
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+ Or install from source:
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+
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+ ```bash
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+ pip install -e .
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+ ```
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+
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+ **3. Write a test**
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+
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+ ```python
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+ from godot_e2e import GodotE2E
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+
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+ def test_player_moves(game):
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+ initial_x = game.get_property("/root/Main/Player", "position:x")
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+ game.press_action("move_right")
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+ game.wait_physics_frames(10)
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+ new_x = game.get_property("/root/Main/Player", "position:x")
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+ assert new_x > initial_x
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+ ```
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+
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+ Run:
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+
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+ ```bash
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+ pytest tests/ -v
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+ ```
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+
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+ ---
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+
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+ ## Features
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+
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+ - **Out-of-process** — game runs in a separate process; crashes are isolated and timeouts are safe
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+ - **No engine modifications** — works with standard Godot 4.x binaries
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+ - **Synchronous Python API** — no async/await required in test code
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+ - **Input simulation** — keyboard, mouse clicks, named actions
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+ - **Node operations** — get/set properties, call methods, group lookup, node existence checks
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+ - **Frame synchronization** — wait for process frames, physics frames, or game time
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+ - **Scene management** — change scene, reload scene
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+ - **Screenshot capture** — manual or automatic on test failure (pytest integration)
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+ - **pytest fixtures** — built-in fixtures with configurable test isolation strategies
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+
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+ ---
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+
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+ ## How It Works
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+
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+ Two processes communicate over a local TCP connection:
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+
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+ 1. **Python (pytest)** — sends JSON-encoded commands and waits for responses
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+ 2. **Godot (AutomationServer)** — an Autoload that listens on a TCP port, executes commands on
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+ the main thread, and sends back results
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+
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+ The `AutomationServer` only opens its socket when the game is started with `--e2e` (and
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+ optionally `--e2e-port <port>`). In normal play or exported builds without that flag, the autoload
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+ does nothing.
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+
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+ ```
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+ pytest ──── TCP (localhost) ──── AutomationServer (Godot Autoload)
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+ sends: {"cmd": "get_property", "path": "/root/Main/Player", "prop": "position:x"}
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+ gets: {"ok": true, "value": 400.0}
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+ ```
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+
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+ ---
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+
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+ ## pytest Fixtures
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+
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+ Three isolation strategies are available depending on your needs.
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+
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+ ### Strategy 1: reload_scene (default, fast)
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+
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+ Reloads the current scene between each test. Cheap and usually sufficient.
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+
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+ ```python
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+ # conftest.py
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+ import pytest
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+ from godot_e2e import GodotE2E
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+
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+ GODOT_PROJECT = "/path/to/your/project"
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+
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+ @pytest.fixture(scope="module")
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+ def _game_process():
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+ with GodotE2E.launch(GODOT_PROJECT) as game:
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+ game.wait_for_node("/root/Main", timeout=10.0)
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+ yield game
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+
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+ @pytest.fixture(scope="function")
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+ def game(_game_process):
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+ _game_process.reload_scene()
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+ _game_process.wait_for_node("/root/Main", timeout=5.0)
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+ yield _game_process
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+ ```
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+
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+ ### Strategy 2: game_fresh (strongest isolation)
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+
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+ Launches a brand new Godot process for each test. Slowest but fully isolated.
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+
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+ ```python
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+ @pytest.fixture(scope="function")
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+ def game_fresh():
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+ with GodotE2E.launch(GODOT_PROJECT) as game:
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+ game.wait_for_node("/root/Main", timeout=10.0)
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+ yield game
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+ ```
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+
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+ ### Strategy 3: Shared session (fastest)
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+
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+ One process for the entire test session. Use when tests are carefully ordered and
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+ do not share mutable state.
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+
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+ ```python
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+ @pytest.fixture(scope="session")
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+ def game_session():
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+ with GodotE2E.launch(GODOT_PROJECT) as game:
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+ game.wait_for_node("/root/Main", timeout=10.0)
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+ yield game
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+ ```
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+
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+ ---
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+
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+ ## CI Configuration
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+
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+ ### Linux (GitHub Actions, headless via Xvfb)
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+
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+ ```yaml
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+ - name: Install Godot
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+ run: |
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+ wget -q https://github.com/godotengine/godot-builds/releases/download/4.4-stable/Godot_v4.4-stable_linux.x86_64.zip
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+ unzip -q Godot_v4.4-stable_linux.x86_64.zip
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+ sudo mv Godot_v4.4-stable_linux.x86_64 /usr/local/bin/godot
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+
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+ - name: Run E2E tests
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+ run: |
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+ pip install -e .
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+ xvfb-run --auto-servernum pytest tests/e2e/ -v
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+ ```
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+
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+ ### Windows (GitHub Actions)
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+
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+ ```yaml
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+ - name: Install Godot
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+ run: |
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+ Invoke-WebRequest -Uri "https://github.com/godotengine/godot-builds/releases/download/4.4-stable/Godot_v4.4-stable_win64.exe.zip" -OutFile godot.zip
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+ Expand-Archive godot.zip -DestinationPath C:\godot
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+ shell: pwsh
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+
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+ - name: Run E2E tests
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+ run: |
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+ pip install -e .
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+ pytest tests/e2e/ -v
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+ env:
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+ GODOT_BIN: C:\godot\Godot_v4.4-stable_win64.exe
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+ ```
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+
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+ ### macOS (GitHub Actions)
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+
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+ ```yaml
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+ - name: Install Godot
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+ run: |
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+ wget -q https://github.com/godotengine/godot-builds/releases/download/4.4-stable/Godot_v4.4-stable_macos.universal.zip
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+ unzip -q Godot_v4.4-stable_macos.universal.zip
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+ sudo mv "Godot.app" /Applications/Godot.app
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+
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+ - name: Run E2E tests
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+ run: |
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+ pip install -e .
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+ pytest tests/e2e/ -v
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+ env:
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+ GODOT_BIN: /Applications/Godot.app/Contents/MacOS/Godot
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+ ```
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+
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+ Set `GODOT_BIN` to override the default Godot executable path. The default search order is:
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+ `godot4`, `godot`, then platform-specific standard locations.
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+
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+ ---
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+
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+ ## API Reference
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+
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+ ### Launch / Lifecycle
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+
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+ | Method | Description |
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+ |---|---|
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+ | `GodotE2E.launch(project_path, **kwargs)` | Context manager. Launches Godot and returns a connected `GodotE2E` instance. |
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+ | `game.close()` | Terminate the Godot process and close the connection. |
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+
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+ ### Node Operations
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+
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+ | Method | Description |
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+ |---|---|
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+ | `game.node_exists(path)` | Returns `True` if the node at `path` exists in the scene tree. |
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+ | `game.wait_for_node(path, timeout=5.0)` | Blocks until the node exists or timeout is reached. |
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+ | `game.get_property(path, prop)` | Get a property value. Supports dotted paths like `"position:x"`. |
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+ | `game.set_property(path, prop, value)` | Set a property value on a node. |
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+ | `game.call_method(path, method, *args)` | Call a method on a node and return the result. |
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+ | `game.find_by_group(group)` | Return a list of node paths for all nodes in the given group. |
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+
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+ ### Input Simulation
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+
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+ | Method | Description |
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+ |---|---|
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+ | `game.press_action(action)` | Press and immediately release a named input action. |
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+ | `game.input_action(action, pressed)` | Set a named input action pressed state. |
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+ | `game.key_press(scancode)` | Press and release a key by scancode. |
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+ | `game.mouse_click(x, y, button=1)` | Click a mouse button at the given screen coordinates. |
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+
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+ ### Frame Synchronization
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+
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+ | Method | Description |
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+ |---|---|
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+ | `game.wait_frames(n)` | Wait for `n` process (`_process`) frames to complete. |
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+ | `game.wait_physics_frames(n)` | Wait for `n` physics (`_physics_process`) frames to complete. |
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+ | `game.wait_seconds(t)` | Wait for `t` in-game seconds (affected by `Engine.time_scale`). |
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+
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+ ### Scene Management
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+
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+ | Method | Description |
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+ |---|---|
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+ | `game.change_scene(scene_path)` | Change to a scene by `res://` path. |
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+ | `game.reload_scene()` | Reload the current scene. |
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+
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+ ### Diagnostics
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+
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+ | Method | Description |
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+ |---|---|
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+ | `game.screenshot(path=None)` | Capture a screenshot. Returns PNG bytes; saves to `path` if given. |
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+
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+ ---
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+
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+ ## Examples
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+
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+ | Example | Description |
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+ |---|---|
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+ | [minimal](examples/minimal/) | Simplest setup — node checks, property reading, method calls (3 tests) |
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+ | [platformer](examples/platformer/) | Player movement, scoring, groups, scene reload (5 tests) |
297
+ | [ui_testing](examples/ui_testing/) | Button clicks, label verification, scene navigation (5 tests) |
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+
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+ Run any example:
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+
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+ ```bash
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+ cd examples/minimal
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+ pytest tests/e2e/ -v
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+ ```
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+
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+ ---
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+
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+ ## License
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+
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+ Apache 2.0. See [LICENSE](LICENSE).