roblox-testing
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ChineseTesting Roblox games
测试 Roblox 游戏
Make code testable first
首先让代码具备可测试性
- Keep game rules in pure ModuleScripts (inputs → outputs, no services, no yields): damage formulas, inventory operations, shop pricing, state machines, serialization, validation. These are trivially testable.
- Services take their dependencies as parameters (dependency injection) so tests can pass fakes
instead of real DataStores, remotes, or .
Players
luau
--!strict
-- ReplicatedStorage/Shared/Inventory.luau — pure logic, no Roblox services.
export type Inventory = { [string]: number }
local Inventory = {}
function Inventory.add(inventory: Inventory, itemId: string, amount: number, maxStack: number): (boolean, string?)
if amount <= 0 or amount ~= math.floor(amount) then
return false, "invalid amount"
end
local current = inventory[itemId] or 0
if current + amount > maxStack then
return false, "stack full"
end
inventory[itemId] = current + amount
return true, nil
end
return Inventoryluau
--!strict
-- A service that receives its data store, so tests can inject an in-memory fake.
type Store = {
GetAsync: (self: Store, key: string) -> any,
SetAsync: (self: Store, key: string, value: any) -> (),
}
local function newCurrencyService(store: Store)
local service = {}
function service.award(userId: number, amount: number): number
local key = `User_{userId}`
local balance = (store:GetAsync(key) or 0) + amount
store:SetAsync(key, balance)
return balance
end
return service
end
-- In tests: a fake store backed by a table.
local fakeData: { [string]: any } = {}
local fakeStore: Store = {
GetAsync = function(_self, key)
return fakeData[key]
end,
SetAsync = function(_self, key, value)
fakeData[key] = value
end,
}
print(newCurrencyService(fakeStore).award(1, 50))
return newCurrencyService- 将游戏规则置于 纯 ModuleScripts 中(输入 → 输出,不使用 services、不产生 yields):伤害公式、 库存操作、商店定价、状态机、序列化、验证。这类代码可以轻松测试。
- Services 将其依赖项作为参数传入(dependency injection),以便测试传入 fake,而不是真实的
DataStores、remotes 或 。
Players
luau
--!strict
-- ReplicatedStorage/Shared/Inventory.luau — pure logic, no Roblox services.
export type Inventory = { [string]: number }
local Inventory = {}
function Inventory.add(inventory: Inventory, itemId: string, amount: number, maxStack: number): (boolean, string?)
if amount <= 0 or amount ~= math.floor(amount) then
return false, "invalid amount"
end
local current = inventory[itemId] or 0
if current + amount > maxStack then
return false, "stack full"
end
inventory[itemId] = current + amount
return true, nil
end
return Inventoryluau
--!strict
-- A service that receives its data store, so tests can inject an in-memory fake.
type Store = {
GetAsync: (self: Store, key: string) -> any,
SetAsync: (self: Store, key: string, value: any) -> (),
}
local function newCurrencyService(store: Store)
local service = {}
function service.award(userId: number, amount: number): number
local key = `User_{userId}`
local balance = (store:GetAsync(key) or 0) + amount
store:SetAsync(key, balance)
return balance
end
return service
end
-- In tests: a fake store backed by a table.
local fakeData: { [string]: any } = {}
local fakeStore: Store = {
GetAsync = function(_self, key)
return fakeData[key]
end,
SetAsync = function(_self, key, value)
fakeData[key] = value
end,
}
print(newCurrencyService(fakeStore).award(1, 50))
return newCurrencyServiceJest Lua (recommended framework)
Jest Lua(推荐框架)
Port of Jest (//, mocks, snapshots). TestEZ is legacy; Jest Lua 3 includes a
migration guide.
describeitexpecttoml
undefinedJest 的移植版(//、mocks、snapshots)。TestEZ 是旧版方案;Jest Lua 3 提供了
migration guide。
describeitexpecttoml
undefinedwally.toml
wally.toml
[dev-dependencies]
Jest = "jsdotlua/jest@3.10.0"
JestGlobals = "jsdotlua/jest-globals@3.10.0"
```luau
-- src/shared/Inventory.spec.luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local JestGlobals = require(ReplicatedStorage.DevPackages.JestGlobals)
local Inventory = require(ReplicatedStorage.Shared.Inventory)
local describe, it, expect = JestGlobals.describe, JestGlobals.it, JestGlobals.expect
describe("Inventory.add", function()
it("stacks items up to the limit", function()
local inventory = {}
expect(Inventory.add(inventory, "Apple", 3, 5)).toBe(true)
expect(inventory.Apple).toBe(3)
local ok, reason = Inventory.add(inventory, "Apple", 3, 5)
expect(ok).toBe(false)
expect(reason).toBe("stack full")
end)
it("rejects fractional amounts", function()
expect(Inventory.add({}, "Apple", 0.5, 5)).toBe(false)
end)
end)- Put a (
jest.config.luau) in each test root.return { testMatch = { "**/*.spec" } } - Runner script (Studio command bar, a test place Script, or cloud task):
→ inspect
require(ReplicatedStorage.DevPackages.Jest).runCLI(root, { ci = true }, { root }):awaitStatus().result.results.numFailedTests - Jest Lua 3 needs the fast flag in Studio's
FFlagEnableLoadModule = truewhen run locally.ClientAppSettings.json - Map into the DataModel only for test builds (separate Rojo project, e.g.
DevPackages).test.project.json
[dev-dependencies]
Jest = "jsdotlua/jest@3.10.0"
JestGlobals = "jsdotlua/jest-globals@3.10.0"
```luau
-- src/shared/Inventory.spec.luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local JestGlobals = require(ReplicatedStorage.DevPackages.JestGlobals)
local Inventory = require(ReplicatedStorage.Shared.Inventory)
local describe, it, expect = JestGlobals.describe, JestGlobals.it, JestGlobals.expect
describe("Inventory.add", function()
it("stacks items up to the limit", function()
local inventory = {}
expect(Inventory.add(inventory, "Apple", 3, 5)).toBe(true)
expect(inventory.Apple).toBe(3)
local ok, reason = Inventory.add(inventory, "Apple", 3, 5)
expect(ok).toBe(false)
expect(reason).toBe("stack full")
end)
it("rejects fractional amounts", function()
expect(Inventory.add({}, "Apple", 0.5, 5)).toBe(false)
end)
end)- 在每个测试根目录中放置一个 (
jest.config.luau)。return { testMatch = { "**/*.spec" } } - 运行器脚本(Studio command bar、测试 place 中的 Script 或 cloud task):
→ 检查
require(ReplicatedStorage.DevPackages.Jest).runCLI(root, { ci = true }, { root }):awaitStatus()。result.results.numFailedTests - 在 Studio 本地运行时,Jest Lua 3 需要在 Studio 的 中启用 fast flag
ClientAppSettings.json。FFlagEnableLoadModule = true - 仅为测试构建将 映射到 DataModel(使用独立的 Rojo 项目,例如
DevPackages)。test.project.json
Where tests run
测试运行位置
| Runner | Use |
|---|---|
| Studio (command bar / test Script) | Local development. |
Studio MCP ( | Agents running tests and playtests against the open place — see |
| CLI that opens Studio, runs a script, pipes output (needs Studio installed; local/Windows/mac CI runners). |
| Open Cloud Luau Execution | Headless CI: runs a script in a real Roblox server for a published place version. |
| Lune | Pure-Luau modules with no Roblox API dependencies (fast, runs anywhere). |
Open Cloud Luau Execution flow (details and a script: references/cloud-test-runner.md):
- Build the test place () and upload it as a Saved version of a dedicated test place.
rojo build test.project.json -o test.rbxl - with
POST /cloud/v2/universes/{u}/places/{p}/versions/{v}/luau-execution-session-tasks(API key scope{ "script": ... }; rate limit ≈ 5 tasks/min per key owner).universe.place.luau-execution-session:write - Poll the task until
pathisstate/COMPLETE; readFAILEDandoutput.results..../logs
| 运行器 | 用途 |
|---|---|
| Studio(command bar / 测试 Script) | 本地开发。 |
Studio MCP( | 供 Agent 针对打开的 place 运行测试和试玩——参见 |
| 通过 CLI 打开 Studio、运行脚本并传递输出(需要安装 Studio;适用于本地/Windows/mac CI runners)。 |
| Open Cloud Luau Execution | 无头 CI:针对已发布的 place 版本,在真实 Roblox server 中运行脚本。 |
| Lune | 不依赖 Roblox API 的纯 Luau 模块(速度快,可随处运行)。 |
Open Cloud Luau Execution 流程(详情和脚本:references/cloud-test-runner.md):
- 构建测试 place(),并将其作为专用测试 place 的 Saved 版本上传。
rojo build test.project.json -o test.rbxl - ,请求体为
POST /cloud/v2/universes/{u}/places/{p}/versions/{v}/luau-execution-session-tasks(API key 权限范围{ "script": ... };每个 key 所有者限速 ≈ 5 个任务/分钟)。universe.place.luau-execution-session:write - 轮询任务 ,直至
path为state/COMPLETE;读取FAILED和output.results。.../logs
Playtesting in Studio
在 Studio 中进行试玩
- Test tab: Play (you + server), Run (server only, no character), Clients and Servers with 2+ players to test replication, trading, and PvP. Most multiplayer bugs only appear with ≥ 2 clients.
- Network simulation (incoming latency, jitter, packet loss) to test lag compensation.
- Device Emulator (phones, tablets, consoles) and Controller Emulator for input/UI.
- Streaming: test with .
StreamingTargetRadius = 64 - DataStores in Studio: enable API access and use a separate test universe or data store names.
- Test 标签页:Play(你 + server)、Run(仅 server、无角色),以及使用 2 个以上玩家的 Clients and Servers,用于测试 replication、trading 和 PvP。大多数多人游戏 bug 只会在 ≥ 2 个 clients 时出现。
- 网络模拟(入站延迟、抖动、丢包),用于测试延迟补偿。
- Device Emulator(手机、平板、主机)和 Controller Emulator,用于测试输入/UI。
- Streaming:使用 进行测试。
StreamingTargetRadius = 64 - Studio 中的 DataStores:启用 API access,并使用独立的测试 universe 或 data store 名称。
QA checklist before shipping a feature
发布功能前的 QA 清单
- Works for a player who joins after the feature started (late joiners), and after respawn.
- Works with 2+ clients; server state is authoritative; UI updates on all clients.
- Player leaving mid-action (trade, purchase, round) leaves no broken state or leaked tables.
- Remotes rejected when spammed or sent malformed arguments.
- Data saves and reloads (rejoin), including teleports between places.
- Mobile, gamepad, and keyboard all work; UI readable on a phone.
- No errors/warnings in Output (server and client).
- 对在功能启动后加入的玩家(late joiners)以及 respawn 后均有效。
- 在 2 个以上 clients 下有效;server state 保持 authoritative;UI 在所有 clients 上更新。
- 玩家在操作中途离开(trade、purchase、round)后,不会留下损坏状态或泄漏 tables。
- Remotes 在被 spam 或收到 malformed arguments 时会被拒绝。
- 数据可保存并重新加载(重新加入),包括在 places 之间 teleport。
- Mobile、gamepad 和 keyboard 均可使用;UI 在手机上可读。
- Output(server 和 client)中没有 errors/warnings。
Related skills
相关 skills
roblox-toolingroblox-studio-mcproblox-open-cloudroblox-code-reviewroblox-toolingroblox-studio-mcproblox-open-cloudroblox-code-review