godot-gdscript-headless-testing · git:20260923.e86bec9 · 2026-09-23 · sha256 ddb8bed76bf65a73

godot-gdscript-headless-testing git:20260923.e86bec9A

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---
name: godot-gdscript-headless-testing
description: >
  Run GDScript test suites from the command line with `godot --headless`, using a
  SceneTree/MainLoop runner script that exits non-zero on failure so CI can gate
  merges. Use when a Godot project needs unit tests without opening the editor,
  when wiring a CI job (GitHub Actions or similar) that must fail the build on a
  failing `.gd` test, or when a `godot --headless` invocation hangs, opens a
  window, or exits 0 despite failed assertions.
---

# Godot GDScript headless testing (4.x)

Run GDScript tests from the command line, without the editor GUI, and get a real
process exit code CI can act on. Targets **Godot 4.7** headless CLI.

## When to use

- Use when a Godot project has no testing addon installed and needs a fast way to
  verify GDScript logic (pure functions, resource loading, autoload state) from a
  terminal or CI pipeline.
- Use when wiring a CI job that must fail the build when a `.gd` test fails.
- Use when debugging why a `godot --headless` invocation hangs, opens a window, or
  exits 0 despite failing assertions.

**When *not* to use:** GDScript syntax or language features themselves →
`godot-gdscript`; export/build pipeline and platform templates → `godot-export`
(its own `--headless` use case, producing a binary, not running tests).

## Workflow

1. **Confirm the binary resolves headless.** Godot 4.x ships `--headless` built in
   (no export template needed); run `godot --headless --version` and confirm it
   prints a version string, not a GUI window.
2. **Write the runner as a `SceneTree` script, not a `Node` scene.** A `SceneTree`
   script's `_initialize()` runs once before any frame — enough for pure-logic
   tests and no `.tscn` required to launch.
3. **Track pass/fail counts yourself and call `quit(<code>)` explicitly.** Godot
   does not turn the process exit code non-zero on `push_error()` or a failed
   `assert()` by itself — the runner must count failures and call `quit(1)`.
4. **Invoke with `godot --headless --path <project_dir> --script res://<runner>.gd`**
   and read the **process exit code**, not just stdout, from the shell or CI step.
5. **Redirect stdout and stderr to files when scripting the invocation from a
   wrapper shell** (PowerShell, some CI runners). `push_error()` output goes to
   stderr and can be dropped or reordered when only stdout is captured live.

## Patterns

### 1. Minimal SceneTree test runner with a real exit code

```gdscript
# res://test_runner.gd — run with:
#   godot --headless --path . --script res://test_runner.gd
extends SceneTree

var passed := 0
var failed := 0

func _initialize() -> void:
    test_add()
    print("Results: %d passed, %d failed" % [passed, failed])
    quit(1 if failed > 0 else 0)   # non-zero exit fails the CI step

func assert_eq(actual, expected, label: String) -> void:
    if actual == expected:
        passed += 1
    else:
        failed += 1
        push_error("FAIL %s: expected %s, got %s" % [label, expected, actual])

func test_add() -> void:
    assert_eq(2 + 2, 4, "test_add")
```

Verified against Godot 4.7.2: `godot --headless --path . --script
res://test_runner.gd` prints `Results: N passed, M failed` to stdout, routes
`push_error` lines to stderr, and returns process exit code `0` when
`failed == 0`, `1` otherwise.

### 2. Testing something that needs a frame, a timer, or a signal

```gdscript
extends SceneTree

func _initialize() -> void:
    await run_tests()
    quit(0)

func run_tests() -> void:
    var timer_node := Timer.new()
    root.add_child(timer_node)
    timer_node.start(0.1)
    await timer_node.timeout
    # assertions here can rely on the node having been in the tree for a frame
    timer_node.queue_free()
```

`_initialize()` may `await`, which is what makes this pattern work for anything
that needs a node to actually enter the tree, a timer to fire, or a signal to
emit — none of which happen before the engine has processed at least one frame.

### 3. CI step (GitHub Actions) that gates on the exit code

```yaml
- name: Run GDScript tests
  run: godot --headless --path . --script res://test_runner.gd
```

No extra flag is needed — the runner already fails the job on a non-zero exit
code from `run:`; the discipline lives entirely in the runner script's `quit()`
call, not in the CI configuration.

## Pitfalls

- **Exit code stays 0 despite failed assertions** → the runner never called
  `quit(1)`. Track failures yourself and call `quit()` explicitly; do not rely on
  `assert()` or `push_error()` alone to change the process exit code.
- **Script "does nothing" or opens the editor window** → missing `--headless`, or
  the script path is wrong. `--script` takes a `res://`-relative path resolved
  against `--path <project_dir>`, not an absolute filesystem path.
- **`_initialize()` runs before nodes, timers, or signals exist** → logic that
  needs a frame to have processed must `await` a signal or a timer before
  asserting; see Pattern #2.
- **Output looks empty or out of order from a wrapper shell** → some shells
  (PowerShell in particular) can reorder or drop a native process's live
  stdout/stderr. Redirect both streams to files and read the files after the
  process exits, instead of trusting the live console.
- **Runner never terminates** → a `SceneTree` script keeps running until
  something calls `quit()`. A test that `await`s a signal that never fires hangs
  the job forever — always back an `await` with a timeout node as a fallback.

## Related skills

- `godot-gdscript` — the language syntax and node lifecycle this pattern's
  runner script itself uses.
- `godot-export` — headless CLI export/build, a different `--headless` use case.