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Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
340 lines
13 KiB
Markdown
340 lines
13 KiB
Markdown
---
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name: soak-test
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description: "Soak test protocol for extended play — what to observe and log for slow leaks, fatigue, late-appearing edge cases."
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argument-hint: "[duration: 30m | 1h | 2h | 4h] [focus: memory | stability | balance | all]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write, Bash(bash "*/.claude/skills/soak-test/../../hooks/yaml-helper.sh" resolve_config *)
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model: sonnet
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---
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!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation`
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**Automation mode**: Resolve `modes.automation` (`project.local.yaml` →
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`project.yaml` → default `collaborative`). Every `AskUserQuestion` call and
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every file write follows `.claude/docs/automation-modes.md`
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(collaborative asks always · guided major-only · autonomous logs and proceeds;
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`automation_always_ask` categories always prompt).
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# Soak Test
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A soak test (also called an endurance test) is an extended play session run
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with specific observation goals. Unlike a smoke check (broad critical path,
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~10 min) or a single-feature playtest (~30 min), a soak test runs for **30
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minutes to several hours** to surface:
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- **Memory leaks** — gradual heap growth that only appears after scene transitions
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- **Performance drift** — frame time degradation that worsens over time
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- **State accumulation bugs** — issues that only appear after N repetitions
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of a mechanic (inventory full, score overflow, AI state corruption)
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- **Fun fatigue** — mechanics that feel good in a first session but grow
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repetitive over extended play
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- **Content exhaustion** — the point where players run out of novel content
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**This skill generates the observation protocol and analysis harness — the
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human does the actual playing.**
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**Output:** `production/qa/soak-test-[date]-[duration].md`
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**When to run:**
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- Polish phase — before `/gate-check release`
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- After fixing a memory or stability issue (regression soak)
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- When extended play has not been formally tracked
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---
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## 1. Parse Arguments
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**Duration** (default: `1h`):
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- `30m` — short soak; suitable for testing a single mechanic or scene
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- `1h` — standard soak; covers most common leak categories
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- `2h` — extended soak; recommended for first full Polish soak
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- `4h` — deep soak; required for games with long session design (RPGs, sims)
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**Focus** (default: `all`):
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- `memory` — focus on heap size, object count, leak patterns
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- `stability` — focus on crash/freeze/hang detection
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- `balance` — focus on fun fatigue, content exhaustion, difficulty perception
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- `all` — all of the above
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---
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## 2. Load Context
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Read:
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- `project.yaml` — `engine.name` (for engine-specific memory monitoring
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guidance) and `performance.*` budgets (memory ceiling, target FPS); for any
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key absent or empty (including when `project.yaml` has no `performance` or
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`engine` block), fall back to `.claude/docs/technical-preferences.md`
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- `design/gdd/game-concept.md` — intended session length (for comparison against
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soak duration), core loop description (or `design/game-brief.md`, the one-page
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brief that replaces it at `rigor: minimal` — core loop, and session length only
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if its "Who it's for" line states one)
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- Most recent file in `production/qa/playtests/` — prior playtest findings
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(to avoid re-documenting known issues)
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- Most recent file in `production/qa/qa-plan-*.md` — current sprint test coverage
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(to understand what has been formally tested vs. what the soak covers)
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Note any performance budget targets (`performance.*` from `project.yaml`, else `.claude/docs/technical-preferences.md`):
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- Memory ceiling: [N MB, or "not set"]
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- Target FPS: [N, or "not set"]
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- Frame budget: [N ms, or "not set"]
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---
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## 3. Define Observation Checkpoints
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Based on duration, generate timed checkpoints:
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**30m soak**: T+0, T+10, T+20, T+30
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**1h soak**: T+0, T+15, T+30, T+45, T+60
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**2h soak**: T+0, T+20, T+40, T+60, T+80, T+100, T+120
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**4h soak**: T+0, T+30, T+60, T+90, T+120, T+180, T+240
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At each checkpoint, the observer records the observation items defined in
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Phase 4.
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---
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## 4. Generate the Soak Test Protocol
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### Memory / Stability observation items (if focus = memory or all)
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Engine-specific monitoring guidance.
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> **Record the unit the tool shows; never convert, and never assume one.**
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> A soak test looks for **growth**, so every threshold below is a *ratio or a
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> delta against this session's own T+0 baseline* — which is unit-agnostic and
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> stays correct however the editor reports the number. Write the unit down at
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> T+0 exactly as displayed and use it consistently for the rest of the run.
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>
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> This replaces a note asserting the return units of
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> `Performance.get_monitor` — **NOT SOURCEABLE from `docs/engine-reference/`**,
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> the identifier appears nowhere in it — a claim that sat one line under a row asking
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> the tester to record "Static Memory (**KB**)". A wrong units claim in a leak
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> detector is off by 1024× in the one measurement the protocol exists to take,
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> and it would read as a plausible instruction throughout. Deltas need no such
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> claim, so the safest fix was to stop needing it.
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> **NOT SOURCEABLE — the tool, panel and counter names below are not covered by
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> `docs/engine-reference/`**: Godot's Debugger → Monitors and its memory
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> counters, Unity's Memory Profiler and its fields, Unreal's `stat memory`. Mark
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> them so in the protocol: they are pointers for the tester to confirm in their
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> own editor at T+0, not verified paths. If no memory tool can be found, nothing
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> was measured, and the Verdict section's NOT ASSESSED applies.
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**Godot 4:**
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- Open Debugger → Monitors tab; track `Memory → Static Memory` and
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`Object Count → Objects` across checkpoints
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- Record: Static Memory (**unit as displayed**), Object Count, Orphan Nodes count
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- Alert threshold: Memory growth > 20% from T+0 after the first 15 minutes
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(some growth on load is expected; sustained growth indicates a leak)
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- **Orphan Nodes is the one absolute number worth watching**: it should return to
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its T+0 value after a scene unload. A ratio hides that; a non-zero floor that
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keeps rising is a leak regardless of units
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**Unity:**
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- Open Memory Profiler (Window → Analysis → Memory Profiler)
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- Record: Total Reserved Memory, GC Allocated, Object Count at each checkpoint
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(**units as displayed**)
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- Alert threshold: GC Allocated growing monotonically across 3+ checkpoints —
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a monotonicity check, deliberately unit-free
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**Unreal Engine:**
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- Use `stat memory` console command at each checkpoint
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- Record: Physical Memory Used, Physical Memory Available (**units as displayed**)
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- Alert threshold: Physical Memory Used growth **> 20% over the full soak**,
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measured against this run's T+0. The previous threshold was an absolute
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"> 50MB", which silently assumes both the unit *and* a project scale — 50MB is
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a rounding error for one game and a catastrophe for another
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### Stability observation items (if focus = stability or all)
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At each checkpoint, note:
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- [ ] No crash, hang, or freeze occurred since last checkpoint
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- [ ] Frame rate still within target budget ([target FPS] fps)
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- [ ] Audio still playing correctly (no desync or silence)
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- [ ] All HUD elements still rendering correctly
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- [ ] Input responding as expected (no input loss or lag spike)
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### Balance / fatigue observation items (if focus = balance or all)
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Collect subjective observations at each checkpoint:
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- [ ] Core mechanic still feels rewarding (Y/N)
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- [ ] Perceived difficulty level: [too easy / appropriate / too hard]
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- [ ] Any "I've seen this before" moments since last checkpoint? (novel content exhaustion)
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- [ ] Any moment of frustration since last checkpoint? Note cause.
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- [ ] Any moment of peak engagement since last checkpoint? Note cause.
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---
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## 5. Generate the Protocol Document
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```markdown
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# Soak Test Protocol
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> **Date**: [date]
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> **Duration**: [duration]
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> **Focus**: [memory | stability | balance | all]
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> **Engine**: [engine]
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> **Generated by**: /soak-test
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---
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## Pre-Session Setup
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Before starting the soak:
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- [ ] Game is running from a **fresh launch** (not resumed from a prior session)
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- [ ] All background applications closed (minimise OS memory interference)
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- [ ] Performance monitoring tool open and recording:
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- **Godot**: Debugger → Monitors tab → Memory section visible
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- **Unity**: Memory Profiler window open
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- **Unreal**: `stat memory` ready in console
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- Tool actually used, as named in this editor: [record it — the names above
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are NOT SOURCEABLE from `docs/engine-reference/`; none found → NOT ASSESSED]
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- [ ] Soak target confirmed: [session design intent from game concept]
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- [ ] Prior known issues to watch for: [from most recent playtest / qa-plan]
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---
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## Baseline (T+0) — Record Before Playing
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| Metric | Baseline Value |
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|--------|---------------|
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| Memory / Heap | [record before first frame of gameplay] |
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| Object Count | [record] |
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| FPS (first 30 seconds) | [record] |
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| [Engine-specific metric] | [record] |
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---
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## Checkpoint Log
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### T+[N] minutes
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**Memory / Stability** *(if applicable)*:
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| Metric | Value | Δ from Baseline | Alert? |
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|--------|-------|-----------------|--------|
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| Memory / Heap | | | |
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| Object Count | | | |
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| FPS | | | |
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| Crashes / Hangs | | | |
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**Stability checks**:
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- [ ] No crash or hang since last checkpoint
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- [ ] Frame rate within budget ([N] fps target)
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- [ ] Audio correct
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- [ ] HUD rendering correctly
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- [ ] Input responding correctly
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**Balance / Fatigue** *(if applicable)*:
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- Core mechanic still rewarding: Y / N
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- Difficulty perception: too easy / appropriate / too hard
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- Notable moments: [note any peak engagement or frustration]
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- Content exhaustion signs: Y / N — [describe]
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**Free observations**:
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*(Note anything unexpected observed since the last checkpoint)*
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---
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[Repeat Checkpoint Log section for each timed checkpoint]
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---
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## Post-Session Analysis
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### Memory Trend
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| Checkpoint | Memory | Δ/hr extrapolated |
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|------------|--------|-------------------|
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| T+0 | | |
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| [T+N] | | |
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**Leak detected?** Y / N
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**Estimated time to OOM at current rate**: [N hours / not applicable]
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### Stability Summary
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Total crashes: [N]
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Total hangs: [N]
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Worst FPS observed: [N] fps at [checkpoint]
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Performance degradation: stable / mild / severe
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### Balance / Fatigue Summary
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Fun curve: [engaged throughout / fatigue onset at T+N / repetitive from start]
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Content exhaustion point: [never / at T+N / early]
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Difficulty arc: [appropriate / too easy throughout / difficulty spike at T+N]
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### Issues Found
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| ID | Severity | Checkpoint | Description |
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|----|----------|------------|-------------|
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| SOAK-001 | S[1-4] | T+[N] | [description] |
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---
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## Verdict: PASS / PASS WITH CONCERNS / NOT ASSESSED / FAIL
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**PASS**: No leaks detected, stability maintained, fun factor consistent
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**PASS WITH CONCERNS**: Minor drift or fatigue noted; addressable in Polish
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**NOT ASSESSED**: The soak did not run to a length that could show what it looks
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for — say how far it got and which checkpoints were never reached
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**FAIL**: Memory leak confirmed, stability breach, or severe fun fatigue
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> **A short soak cannot return PASS.** Everything this protocol exists to detect
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> — slow leaks, fatigue, late-appearing edge cases — is by definition invisible
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> early, so a session that ended before the checkpoints it was built around has
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> not shown stability; it has shown nothing yet. Record `NOT ASSESSED — reached
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> T+[N] of [duration]; checkpoints [list] not reached`. Ranks **above both pass
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> values** and **below FAIL**: a crash observed at T+20 is a real finding no
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> matter how short the run, and must not be demoted behind the run's length.
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> The same applies when the build crashed for reasons unrelated to the soak, when
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> no memory instrumentation was available (nothing was measured, so "no leaks
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> detected" means "no leaks could have been detected"), or when the protocol was
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> written but never executed — a protocol document is not a result.
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---
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## Sign-Off
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- **Tester**: [name] — [date]
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- **QA Lead review**: [name] — [date]
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```
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---
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## 6. Write Output
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Present the protocol summary in conversation, then ask:
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"May I write this soak test protocol to
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`production/qa/soak-test-[date]-[duration].md`?"
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Write only after approval.
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After writing:
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"Protocol written. To run the soak:
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1. Open the file and follow the Pre-Session Setup checklist
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2. Record each checkpoint as you play
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3. Complete the Post-Session Analysis section when done
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4. File bugs from 'Issues Found' to `production/qa/bugs/`
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5. Run `/bug-triage sprint` after the session to integrate any S1/S2 issues
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If the verdict is FAIL, run `/smoke-check` again after fixing the issues."
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---
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## Collaborative Protocol
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- **This skill generates a protocol — humans run it** — never attempt to
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run a soak test automatically. The observations require a human observer.
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- **Duration should match the game's session design** — a 5-minute game
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doesn't need a 4h soak; a city-builder might. Use judgment and ask if unclear.
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- **First soak should be `all` focus** — narrow focus (memory-only) is for
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regression soaks after a specific fix, not the first pass
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- **Ask before writing** — always confirm before creating the protocol file
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