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.
31 lines
1.1 KiB
Plaintext
31 lines
1.1 KiB
Plaintext
---
|
|
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.
|