Bounded engine runs for agents
Agents verify games by running the engine many times: imports, tests, captures, multiplayer bots. A run that hangs, overlaps another, makes noise or hides an error costs time. These rules keep runs safe when several agents share one project on one machine.
1. Every run is bounded, muted and alone
- Bound it. macOS has no
timeout. Wrap runs so the engine itself gets killed:shperl -e 'alarm shift; exec @ARGV' 180 <summer> --headless --path . -s res://tests/run_tests.gdalarmsurvivesexec; exit code 142 means the limit hit. - One engine per project at a time. Two engines writing the same
.godot/import cache corrupt it or freeze each other's captures. Serialize with a lock file held by the engine process:
Put this in one wrapper script and make every agent use it.shperl -e 'use Fcntl qw(:flock); $^F=255; open(my $l,">>",shift) or die; flock($l,LOCK_EX); alarm shift; exec @ARGV' \ <project>/.engine.lock 180 <summer> ... - On Windows there is no
perlby default, and Summer.exe writes its output only to--log-file. Start it withStart-Process -PassThru, wait withWaitForExit, kill it on the limit, and hold the lock file open for the whole run:powershell$lock = [IO.File]::Open("<project>\.engine.lock", 'OpenOrCreate', 'ReadWrite', 'None') # throws while another run holds it; retry later $p = Start-Process <summer.exe> -ArgumentList '--headless --path . -s res://tests/run_tests.gd --log-file run.log' -PassThru -NoNewWindow if (-not $p.WaitForExit(180000)) { $p | Stop-Process; 'timed out' } $lock.Close() - Cap its memory. A time limit does not stop a run from eating all memory first; several engine runs plus a
browser loading a large web export can exhaust memory and crash the machine. The wrapper should run the command as a child, sum the resident
memory of its whole process tree (browsers spawn GPU/renderer helpers), kill the tree past a cap (e.g.
3 GB), and also stop when system free memory falls low (
sysctl -n kern.memorystatus_level< 15 on macOS), because GPU memory on Apple Silicon is system memory but is not counted in RSS. Refuse to start when the system is already short (< 35). - Mute it.
--audio-driver Dummy. - Render only when you must, and offscreen.
--headlessfor logic (no pixels). For visual checks use--summer-offscreenwith a fixed--resolutionand a capture script that saves PNGs and quits. Visible windows only when a human asked to watch.
2. Imports and parse errors
- New
class_namescripts are unknown to-sscripts until an import pass registers them:<summer> --headless --audio-driver Dummy --path . --import. - The first import may rewrite
project.godot(reorder keys, add a[summer]section; one trial saw a hand-written[rendering]section dropped). Checkgit diff project.godotafter it, and pass renderer choices on the command line (--rendering-method ...) when a run depends on them. - One broken
class_namescript cascades into "Could not parse global class" and dozens of unrelated "cannot infer type" errors. Get the real line with:<summer> --headless --path . --check-only -s res://path/to/file.gd - Compile every script before booting the game: a tiny
SceneTreescript thatload()s each.gdunder a folder and reportscan_instantiate()failures, exit code = failures.
3. Tests that can't lie
- A runtime script error inside a test does not fail it by default; the test just stops and counts as
passed. Register a logger and fail the test when its error count rises:
gdscript
class ErrorCounter extends Logger: var script_errors := 0 func _log_error(_f: String, file: String, _line: int, _c: String, _r: String, _n: bool, type: int, _bt: Array[ScriptBacktrace]) -> void: if type == Logger.ERROR_TYPE_SCRIPT or file.ends_with(".gd"): script_errors += 1 func _log_message(_m: String, _e: bool) -> void: pass # in the runner: OS.add_logger(counter); compare counter.script_errors before and after each test - Exit 0 is not success. Always grep the log for
SCRIPT ERROR,Parse ErrorandERROR:, and print one explicit success line (TESTS passed=N failed=0) you can check for.
4. Typed GDScript traps agents hit repeatedly
var x := dict["k"]cannot infer a type (Dictionary values are Variant). Writevar x: int = dict["k"].- A loop variable that shadows an outer variable is a parse error that takes the whole class down.
- Don't name a class after an engine class (
SummerSession); the error only says it "hides a native class".
5. Web exports on a dev machine
- Check the
.pcksize before opening it in a browser; the browser holds all of it in memory. A project that exports every imported asset of a large scene can pass 250 MB. Ship only what the game uses first. - Load it in a browser only under the same memory-capped wrapper, one at a time, never next to other engine runs.
6. Captures you can trust
- Read every PNG you produce. If several files are identical (
md5 -r *.png), the run froze; rerun alone. - Keep evidence outside the project (logs, PNGs) so imports never pick it up. If it must live inside, put an
empty
.gdignorefile in that folder so the editor and imports skip it.
See also
headless-scripting(writing the SceneTree scripts these runs execute)multiplayer-testing(Local Play bot runs)compatibility-renderer-traps(dual-renderer captures)


