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Commonwealth-Online-Public/.cursor/rules/testing-rules.mdc
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andrew 8dfec0a4b3 Rename project to Commonwealth Online
Replace occurrences of "Fallout 4 Together" with "Commonwealth Online" across docs and testing guidance. Add Interface assets and tooling: MainMenu/Pipboy SWFs, translation/fonts, exported scripts (Interface/exported/scripts/MainMenu.as) and a PATCH_MainMenu_Multiplayer.md describing how to add a Multiplayer menu entry that calls root.f4se.plugins.commonwealthOnline.openManager(). Also add build/run batch scripts and apply assorted updates to README, plugin, server and protocol documentation/source to align with the rename and UI changes.
2026-06-07 16:22:50 +12:00

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---
description: Practical manual testing guidance for Commonwealth Online changes
alwaysApply: true
---
# Testing Rules
When making changes, suggest practical tests the developer can run. Match the testing depth to the risk and scope of the change.
Useful project tests include:
- Running the Python server.
- Connecting one Fallout 4 instance.
- Connecting two Fallout 4 instances.
- Running `server/fake_client.py`.
- Checking `CommonwealthOnline.log`.
- Verifying transform packets are sent.
- Verifying remote player state is received.
- Verifying proxy actor movement in `F4TTestCell01`.
- Checking that movement state fields appear in logs.
- Checking that server output receives and relays packet fields correctly.
When a change touches multiplayer sync, include a short manual testing checklist covering:
- Server startup and client connection.
- Outgoing plugin packet fields.
- Server receive and relay behaviour.
- Remote state parsing.
- Proxy actor movement or visible in-game result.
- Relevant log output.
If a test cannot be run locally, say so clearly and explain the remaining risk.