Agent skill

Glue Live Game Testing

by vchelaru in vchelaru/FlatRedBall

Testing GlueControl's embedded runtime (CommandReceiver, GlueControlManager) against a real running game process.

MITAuto-check passedGame Development

Install Glue Live Game Testing

skills CLI
$ npx skills add vchelaru/FlatRedBall --skill glue-live-game-testing -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install vchelaru/FlatRedBall glue-live-game-testing --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/vchelaru/FlatRedBall.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/glue-live-game-testing .claude/skills/glue-live-game-testing && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
glue-live-game-testing
GitHub stars
578
Token cost
~1.5k tokens
SKILL.md length
602 words
Files
1
Skills in repo
32
Repo updated
First seen
Licence
MIT

At a glance

Testing GlueControl's embedded runtime (CommandReceiver, GlueControlManager) against a real running game process.

  • Game Development work in your project
  • SKILL.md covers The harness, Adding a new drive/observe…, Only Samples/EditorTest1 works… and Wire protocol, if you need to…, plus 1 more section
  • Calls dotnet

What it does

Glue Live Game Testing is an agent skill from vchelaru/FlatRedBall. Testing GlueControl's embedded runtime (CommandReceiver, GlueControlManager) against a real running game process. Triggers: LiveGameProcess, live edit runtime behavior, ScreenManager.Start vs MoveToScreen, testing Embedded/.cs, Category=LiveGame.

Its SKILL.md is about 1.5k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. The repository describes itself as: Cross-platform 2D game engine focused on ultimate productivity built in .NET. The licence is MIT.

When your agent uses it

  • Game Development work in your project

Example prompts

  • “/glue-live-game-testing”

What it can do on your machine

Read from SKILL.md and the folder at commit 94fbc62. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • dotnet

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Glue Live Game Testing loads about 1.5k tokens when it runs. Until then it costs about 68 tokens; SKILL.md has 602 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~68
When it runs · the whole SKILL.md, loaded when a task matches
~1.5k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from vchelaru/FlatRedBall at commit 94fbc62, republished under its MIT licence (© vchelaru). 602 words, ~1,506 tokens.

Download SKILL.mdSave it as .claude/skills/glue-live-game-testing/SKILL.md (or your agent's skills folder).
name
glue-live-game-testing
description
Testing GlueControl's embedded runtime (CommandReceiver, GlueControlManager) against a real running game process. Triggers: LiveGameProcess, live edit runtime behavior, ScreenManager.Start vs MoveToScreen, testing Embedded/*.cs, Category=LiveGame.
version
1.0.0

Glue Live Game Testing

GameCommunicationPlugin/GlueControl/Embedded/*.cs (CommandReceiver, GlueControlManager, EditingManager, ...) is <Compile Remove>d from GameCommunicationPlugin.csproj — it only exists inside a compiled, running game process, never inside Glue itself. glue-unit-test-bootstrap's GoldProjectCompileTests prove that closure compiles; they never run it. If a bug is in what CommandReceiver.HandleDto actually does at runtime (screen transitions, entity selection, edit-mode state), a compile-only test cannot catch it — you need a real running game process.

The harness

GlueUnitTests/TestSupport/LiveGameProcess.cs builds a gold project, launches its real built .exe, and drives it through Glue's actual CommandSender/GameJsonCommunicationPlugin.Common.GameConnectionManager socket protocol — the same wire protocol production Glue uses, not a stand-in.

csharp
[Trait("Category", "LiveGame")]
[StaFact]
public async Task MyTest()
{
    GlueTestBootstrap.EnsureGameProjectPluginsRegistered();
    using var game = await LiveGameProcess.StartAsync(
        "Samples/EditorTest1",
        csprojRelativeToProjectRoot: "EditorTest1/EditorTest1.csproj",
        exeRelativeToProjectRoot: "EditorTest1/bin/Debug/net9.0/EditorTest1.exe");

    var screenName = await game.GetCurrentScreenName();   // "" if no screen loaded
    var response = await game.SelectEntity("Entities\\Entity1");
}

StartAsync (default refreshLiveEditCodeFromSource: true) loads the copied project into Glue and calls GoldProject.EmbedLiveEditCode() before building, so the test exercises the CURRENT branch's Embedded/*.cs, not whatever was checked in. See LiveGameProcessTests.cs for worked examples.

The afterBuildBeforeLaunch hook changes the project after the build, for tests where the running game is behind Glue (see EditorTest1_SharedVariableChangedAfterBuild_IsAppliedByConnectSweep).

Adding a new drive/observe method

Follow GetCurrentScreenName()/SelectEntity(): build the real DTO (GameCommunicationPlugin.GlueControl.Dtos) and call CommandSender.Self.Send(dto) directly.

Landmine — do not set GlueState.Self.CurrentEntitySave/CurrentScreenSave/CurrentNamedObjectSave to drive selection. Their setters route through GlueState.Find.TreeNodeByTag(value), which needs a real, populated WPF tree view. There isn't one in this headless host, so the assignment silently no-ops (CurrentElement stays null) and RefreshManager.PushGlueSelectionToGame sends nothing — no exception, no signal, just a test that mysteriously never sees the effect. Skip Glue's UI-bound selection state entirely and build the DTO by hand.

Only Samples/EditorTest1 works as a target project today

LiveGameProcess needs a project whose Game1.Generated.cs already constructs GlueControlManager/GameConnectionManager — i.e. one that went through a real "enable live edit" Glue session. That wiring comes from MainCompilerPlugin.HandleGluxLoaded (Game1GlueControlGenerator), and MainCompilerPlugin cannot run in the test host (it builds real WPF tabs and opens sockets on registration — same reason GoldProject.EmbedLiveEditCode() calls EmbeddedCodeManager.EmbedAll directly instead of going through it). So Game1.Generated.cs can't be regenerated headlessly; LiveGameProcess preserves it exactly as checked in (only patching its port) rather than deleting/regenerating it.

Samples/EditorTest1 is checked in with its Generated.cs committed - a .gitignore exception like BeefballKni's, since *.Generated.cs is gitignored repo-wide otherwise. To add another target project: turn on live edit for real in a real Glue session, copy the project in the same way (exclude bin/obj, keep the sibling .sln - ProjectLoader needs it), add the same two-line .gitignore exception.

Show full SKILL.md (229 more words)Show less

Wire protocol, if you need to touch it

Game connects OUT to Glue (Glue listens). Two separate TCP sockets, one per direction, each opened with a 1-byte handshake (1 = glue→game, 2 = game→glue) — see GameCommunicationPlugin/Common/GameConnectionManager.cs (Glue-side, server) and GlueControl/Embedded/GameConnectionManager.cs (game-side, client, namespace GlueCommunication). Port is baked into Game1.Generated.cs as a literal int at two call sites (was 8846 in the checked-in fixture) - LiveGameProcess text-patches both before building, to a fresh port per run so it never collides with a real Glue instance on the dev machine.

The actual DTO dispatch is GlueControlManager.ProcessMessage (Embedded/GlueControlManager.cs) - "GetCurrentScreen" is a raw-string command handled specially; everything else is "{DtoTypeName}:{json}" routed to CommandReceiver.Receive/HandleDto(SelectObjectDto) etc.

CI

Tagged Category=LiveGame and run by its own step in pr-tests.yml, ahead of the slower build smoke test. glue.yml still excludes it, since that workflow publishes releases and should not wait on a game window. Locally: dotnet test ... --filter "Category=LiveGame".

Landmine — the runners have no GPU. opengl32.dll resolves to Windows' generic OpenGL 1.1, which has no framebuffer objects, so MonoGame's GraphicsDevice throws NoSuitableGraphicsDeviceException and the game dies before it can connect. pr-tests.yml's "Install Mesa llvmpipe" step downloads a software GL and points FRB_LIVE_GAME_TEST_GL_RUNTIME at it; LiveGameProcess copies those DLLs next to each game, since Windows resolves opengl32.dll from the exe's own directory ahead of System32. Every game runs from its own temp directory, so CI cannot stage them at a fixed path.

© vchelaru, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .claude/skills/glue-live-game-testing of vchelaru/FlatRedBall.

Open the folder on GitHubat commit 94fbc62

Compare with similar skills

Glue Live Game Testing next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Glue Live Game Testing compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Glue Live Game Testing this skillvchelaru/FlatRedBall578—~1.5kAutomated safety check: PassMIT
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Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Glue Live Game Testing

What does Glue Live Game Testing do?

Testing GlueControl's embedded runtime (CommandReceiver, GlueControlManager) against a real running game process. Glue Live Game Testing is an agent skill from vchelaru/FlatRedBall. Testing GlueControl's embedded runtime (CommandReceiver, GlueControlManager) against a real running game process.

When should I use Glue Live Game Testing?

Glue Live Game Testing fits situations like: game Development work in your project.

How do I install Glue Live Game Testing in Claude Code?

Run `npx skills add vchelaru/FlatRedBall --skill glue-live-game-testing -a claude-code`. Or copy the skill folder (.claude/skills/glue-live-game-testing in vchelaru/FlatRedBall) into .claude/skills/glue-live-game-testing in your project. Claude Code loads it when a task matches its description.

How do I install Glue Live Game Testing in Codex?

Run `npx skills add vchelaru/FlatRedBall --skill glue-live-game-testing -a codex`. Or copy the skill folder (.claude/skills/glue-live-game-testing in vchelaru/FlatRedBall) into .agents/skills/glue-live-game-testing in your project. Codex loads it when a task matches its description.

Can I use Glue Live Game Testing in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add vchelaru/FlatRedBall --skill glue-live-game-testing -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/glue-live-game-testing, .gemini/skills/glue-live-game-testing, .github/skills/glue-live-game-testing and .opencode/skills/glue-live-game-testing in your project.

What does Glue Live Game Testing need to run?

Going by SKILL.md and its folder, Glue Live Game Testing needs the command-line tools its instructions call (dotnet).

Does Glue Live Game Testing access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Glue Live Game Testing safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Glue Live Game Testing use?

Glue Live Game Testing is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Glue Live Game Testing use?

About 1.5k tokens (SKILL.md is roughly 6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Glue Live Game Testing?

Skills that share tags, products or a category with Glue Live Game Testing: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Glue Live Game Testing?

vchelaru (a GitHub user) maintains it in vchelaru/FlatRedBall, which has 578 GitHub stars. The repository holds 32 skills in this directory. The repository was last updated on October 10, 2026.

Source: vchelaru/FlatRedBall on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.