Latest commit

History

55 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

gd-playwright

Playwright tooling for Godot web exports.

This repo contains the Godot addon that emits test metadata from a web export, the read-only gdpw CLI that queries that metadata and generates Playwright actions, and JavaScript helpers for controlling active games from a persistent Playwright process.

Use it when browser-based tests need stable names like start_button instead of hardcoded screen coordinates.

Packages

  • gd/: Godot addon that exposes browser events, element positions, viewport state, and test state.
  • cli/: Go gdpw command-line helper for querying exported games through CDP.
  • js/: dependency-free Playwright helpers for live element resolution, confirmed actions, and retries.

Install The Godot Addon

Via gdam

gdam install @aviorstudio/gd-playwright

Manual

Copy gd/addon/ into res://addons/@aviorstudio_gd-playwright/ and enable GD Playwright Client in Project Settings -> Plugins.

The plugin installs an autoload named PlaywrightService. You can also add autoload.gd manually as an autoload with that name.

Godot Quick Start

constPlaywrightServiceModule=preload("res://addons/@aviorstudio_gd-playwright/src/playwright_service.gd")
func_ready() ->void:
PlaywrightService.configure(PlaywrightServiceModule.PlaywrightConfig.new(true, true, true, 1000))
PlaywrightService.emit_event("route_loaded", {"route": "home"})
PlaywrightService.set_test_state("menu", {"route": "home"})

Add a visible PlaywrightTag child under any Control or Node2D that tests need to click or inspect:

StartButton
PlaywrightTag
tag_key = "start_button"

When the web export runs with gd-playwright enabled, the tag writes center-point positions to window.godotElements:

{
"start_button": { "x": 360, "y": 800, "w": 280, "h": 72, "visible": true }
}

If your game wraps the addon service with its own autoload, set service_path on the helper nodes:

PlaywrightTag
tag_key = "start_button"
service_path = "/root/MyPlaywrightService"

Legacy metadata tags still work:

button.set_meta("playwright", "start_button")
PlaywrightService.scan_scene()

The editor also includes tool menu actions:

  • GD Playwright: Scan Scene For Metadata
  • GD Playwright: Convert Metadata To Tags

Use PlaywrightEventEmitter when a scene should author a named event in the Inspector:

HomeScreen
RouteLoadedEvent
script = PlaywrightEventEmitter
event_name = "route_loaded"
payload = { "route": "home" }

Game code can call the node when the event occurs:

$RouteLoadedEvent.emit_playwright_event({"screen": "HomeScreen"})

Use PlaywrightStatePublisher for namespaced test-observable state:

GameScreen
GameStatePublisher
script = PlaywrightStatePublisher
state_namespace = "game"
$GameStatePublisher.publish({
"level": "level_01",
"solved": false
})

An installable example scene is included at:

res://addons/@aviorstudio_gd-playwright/examples/app_shell/playwright_example_screen.tscn

For runtime-created objects, use the generic service APIs:

PlaywrightService.register_element("unit_0", center_pos, size, true)
PlaywrightService.unregister_element("unit_0")
PlaywrightService.emit_namespaced_event("combat", "turn_started", {"turn": 1})
PlaywrightService.set_state("combat", {"turn": 1})

For dynamic objects, register positions manually:

varelement_map=PlaywrightService.get_element_map()
ifelement_map:
element_map.register("unit_0", center_pos, size, true)

Events are appended to window.godotEvents and dispatched as browser CustomEvent("godot-event") events:

PlaywrightService.emit_event("battle_started", {"round": 1})

State is exposed at window.godotTestState.<namespace>:

PlaywrightService.set_test_state("puzzle", {"moves": 4, "solved": false})
PlaywrightService.clear_test_state("puzzle")

Install The CLI

Requires Go 1.24+.

go install github.com/aviorstudio/gd-playwright/cli/cmd/gdpw@latest

Or build from source:

cd cli
mkdir -p bin
go build -o bin/gdpw ./cmd/gdpw/

Or use the helper script:

cd cli
./build.sh

CLI Quick Start

# Open the game in a browser.
playwright-cli open http://localhost:3000 --headed
# See what the addon exposed. gdpw discovers playwright-cli's CDP port.
gdpw list --visible
# Get coordinates for an element.
gdpw get start_button
# Click it via playwright-cli.
playwright-cli mousemove 360 640
playwright-cli mousedown
playwright-cli mouseup
# Wait for a new event.
gdpw wait route_loaded

Active Game Actions

Moving game objects should be resolved immediately before browser input. gdpw remains read-only: these commands print one playwright-cli run-code command, and Playwright performs the input when the output is executed.

# Atomic browser-local click.
gdpw get play_button --script | sh
# Retry a moving-target drag only when the expected fresh event is missing.
gdpw script drag enemy_1 \
--to 1000,260 \
--expect-event enemy_released \
--filter id=1 \
--retries 3 | sh

Every attempt re-reads window.godotElements, viewport scaling, and the canvas rectangle. Confirmation listeners are armed before input, and drag failures always attempt to release the mouse.

For sustained active-game tests, import the JavaScript helper package in a Playwright test so decisions and input stay in one process:

import{dragElement}from"@aviorstudio/gd-playwright";awaitdragElement(page,"enemy_1",{to: {x: 1000,y: 260},confirm: {eventName: "enemy_released",filters: {id: 1}},retries: 3,});

Retries are not exactly-once delivery. Keep them disabled for non-idempotent actions unless the confirmation event uniquely identifies success.

CLI Commands

CommandDescription
get <key> [key2...]Get canvas-scaled center coordinates for elements.
listList all registered element keys.
statusCheck CDP connection and gd-playwright state.
eventsShow recent game events from window.godotEvents.
wait <event>Wait for a new event to appear.
watchStream events in real time.
stateShow aggregated state: test state, elements, viewport, and latest events by type.
script click/dragGenerate atomic Playwright actions with optional fresh-event confirmation and retries.

gdpw resolves its browser connection in this order:

  1. --cdp ws://...
  2. --port <N>
  3. GDPW_CDP
  4. GDPW_PORT
  5. Auto-discovery from default ports and local browser --remote-debugging-port process arguments

Auto-discovery checks every page target and selects the one exposing gd-playwright globals. This avoids attaching to a stale non-game tab when multiple Playwright or Chrome targets exist. Explicit --cdp remains available when process inspection is unavailable or the browser is remote.

Project Settings

Settings use the gd_playwright/ prefix:

SettingTypeDefaultDescription
enabledboolfalseForce-enable event emission.
test_modeboolfalseEnable emission and element maps in non-debug builds.
log_eventsbooltrueLog emitted events in the browser console.
event_buffer_maxint1000Max events in window.godotEvents; 0 means no limit.
event_buffer_trimint500Events kept after trimming; 0 means no trim.

How It Works

The Godot addon writes generic browser globals during enabled web runs:

  • window.godotElements: element keys mapped to {x, y, w, h, visible} in Godot viewport space.
  • window.godotElementsViewport: viewport information used to scale coordinates to the canvas.
  • window.godotEvents: buffered event records emitted by game code.
  • window.godotTestState: namespaced test state dictionaries.

gdpw reads those globals through CDP. It never mutates browser or game state and it never calls playwright-cli; it only provides data that another tool can use for input.

Safety Notes

  • Features only run in web builds when debug mode, enabled, or test_mode is active.
  • Calls are safe to leave in game code because disabled features no-op.
  • Do not expose private player data through test state or event payloads.
  • Game-specific knowledge belongs in game docs or skills, not in gdpw.

Repository Layout

  • gd/addon/: Godot plugin source packaged for GDAM and manual installation.
  • gd/tests/: Godot test project/scripts for addon behavior.
  • cli/: Go gdpw CLI source and build scripts.
  • js/: JavaScript Playwright helpers and tests.
  • .github/workflows/ci.yml: runs Godot addon tests and Go CLI tests.
  • .github/workflows/release.yml: creates addon and CLI GitHub releases.

Versioning And Releases

This repo currently has two automated release targets:

  • gd: uses gd-v* tags, verifies gd/addon/plugin.cfg, builds @aviorstudio_gd-playwright.zip, and publishes @aviorstudio/gd-playwright to GDAM.
  • cli: uses cli-v* tags, runs Go tests, builds gdpw binaries for Linux, macOS, and Windows, and attaches checksums.

The implemented js/ package does not yet have an automated release target. The release workflow is manual and must be run from main with a patch, minor, or major bump.

Testing

Run locally with:

mise exec -- ./gd/tests/test.sh
cd cli && mise exec -- go test ./...
cd js && mise exec -- bun test

CI runs all three test suites.

License

MIT

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Latest commit

History

55 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

gd-playwright

Playwright tooling for Godot web exports.

This repo contains the Godot addon that emits test metadata from a web export, the read-only gdpw CLI that queries that metadata and generates Playwright actions, and JavaScript helpers for controlling active games from a persistent Playwright process.

Use it when browser-based tests need stable names like start_button instead of hardcoded screen coordinates.

Packages

  • gd/: Godot addon that exposes browser events, element positions, viewport state, and test state.
  • cli/: Go gdpw command-line helper for querying exported games through CDP.
  • js/: dependency-free Playwright helpers for live element resolution, confirmed actions, and retries.

Install The Godot Addon

Via gdam

gdam install @aviorstudio/gd-playwright

Manual

Copy gd/addon/ into res://addons/@aviorstudio_gd-playwright/ and enable GD Playwright Client in Project Settings -> Plugins.

The plugin installs an autoload named PlaywrightService. You can also add autoload.gd manually as an autoload with that name.

Godot Quick Start

constPlaywrightServiceModule=preload("res://addons/@aviorstudio_gd-playwright/src/playwright_service.gd")
func_ready() ->void:
PlaywrightService.configure(PlaywrightServiceModule.PlaywrightConfig.new(true, true, true, 1000))
PlaywrightService.emit_event("route_loaded", {"route": "home"})
PlaywrightService.set_test_state("menu", {"route": "home"})

Add a visible PlaywrightTag child under any Control or Node2D that tests need to click or inspect:

StartButton
PlaywrightTag
tag_key = "start_button"

When the web export runs with gd-playwright enabled, the tag writes center-point positions to window.godotElements:

{
"start_button": { "x": 360, "y": 800, "w": 280, "h": 72, "visible": true }
}

If your game wraps the addon service with its own autoload, set service_path on the helper nodes:

PlaywrightTag
tag_key = "start_button"
service_path = "/root/MyPlaywrightService"

Legacy metadata tags still work:

button.set_meta("playwright", "start_button")
PlaywrightService.scan_scene()

The editor also includes tool menu actions:

  • GD Playwright: Scan Scene For Metadata
  • GD Playwright: Convert Metadata To Tags

Use PlaywrightEventEmitter when a scene should author a named event in the Inspector:

HomeScreen
RouteLoadedEvent
script = PlaywrightEventEmitter
event_name = "route_loaded"
payload = { "route": "home" }

Game code can call the node when the event occurs:

$RouteLoadedEvent.emit_playwright_event({"screen": "HomeScreen"})

Use PlaywrightStatePublisher for namespaced test-observable state:

GameScreen
GameStatePublisher
script = PlaywrightStatePublisher
state_namespace = "game"
$GameStatePublisher.publish({
"level": "level_01",
"solved": false
})

An installable example scene is included at:

res://addons/@aviorstudio_gd-playwright/examples/app_shell/playwright_example_screen.tscn

For runtime-created objects, use the generic service APIs:

PlaywrightService.register_element("unit_0", center_pos, size, true)
PlaywrightService.unregister_element("unit_0")
PlaywrightService.emit_namespaced_event("combat", "turn_started", {"turn": 1})
PlaywrightService.set_state("combat", {"turn": 1})

For dynamic objects, register positions manually:

varelement_map=PlaywrightService.get_element_map()
ifelement_map:
element_map.register("unit_0", center_pos, size, true)

Events are appended to window.godotEvents and dispatched as browser CustomEvent("godot-event") events:

PlaywrightService.emit_event("battle_started", {"round": 1})

State is exposed at window.godotTestState.<namespace>:

PlaywrightService.set_test_state("puzzle", {"moves": 4, "solved": false})
PlaywrightService.clear_test_state("puzzle")

Install The CLI

Requires Go 1.24+.

go install github.com/aviorstudio/gd-playwright/cli/cmd/gdpw@latest

Or build from source:

cd cli
mkdir -p bin
go build -o bin/gdpw ./cmd/gdpw/

Or use the helper script:

cd cli
./build.sh

CLI Quick Start

# Open the game in a browser.
playwright-cli open http://localhost:3000 --headed
# See what the addon exposed. gdpw discovers playwright-cli's CDP port.
gdpw list --visible
# Get coordinates for an element.
gdpw get start_button
# Click it via playwright-cli.
playwright-cli mousemove 360 640
playwright-cli mousedown
playwright-cli mouseup
# Wait for a new event.
gdpw wait route_loaded

Active Game Actions

Moving game objects should be resolved immediately before browser input. gdpw remains read-only: these commands print one playwright-cli run-code command, and Playwright performs the input when the output is executed.

# Atomic browser-local click.
gdpw get play_button --script | sh
# Retry a moving-target drag only when the expected fresh event is missing.
gdpw script drag enemy_1 \
--to 1000,260 \
--expect-event enemy_released \
--filter id=1 \
--retries 3 | sh

Every attempt re-reads window.godotElements, viewport scaling, and the canvas rectangle. Confirmation listeners are armed before input, and drag failures always attempt to release the mouse.

For sustained active-game tests, import the JavaScript helper package in a Playwright test so decisions and input stay in one process:

import{dragElement}from"@aviorstudio/gd-playwright";awaitdragElement(page,"enemy_1",{to: {x: 1000,y: 260},confirm: {eventName: "enemy_released",filters: {id: 1}},retries: 3,});

Retries are not exactly-once delivery. Keep them disabled for non-idempotent actions unless the confirmation event uniquely identifies success.

CLI Commands

CommandDescription
get <key> [key2...]Get canvas-scaled center coordinates for elements.
listList all registered element keys.
statusCheck CDP connection and gd-playwright state.
eventsShow recent game events from window.godotEvents.
wait <event>Wait for a new event to appear.
watchStream events in real time.
stateShow aggregated state: test state, elements, viewport, and latest events by type.
script click/dragGenerate atomic Playwright actions with optional fresh-event confirmation and retries.

gdpw resolves its browser connection in this order:

  1. --cdp ws://...
  2. --port <N>
  3. GDPW_CDP
  4. GDPW_PORT
  5. Auto-discovery from default ports and local browser --remote-debugging-port process arguments

Auto-discovery checks every page target and selects the one exposing gd-playwright globals. This avoids attaching to a stale non-game tab when multiple Playwright or Chrome targets exist. Explicit --cdp remains available when process inspection is unavailable or the browser is remote.

Project Settings

Settings use the gd_playwright/ prefix:

SettingTypeDefaultDescription
enabledboolfalseForce-enable event emission.
test_modeboolfalseEnable emission and element maps in non-debug builds.
log_eventsbooltrueLog emitted events in the browser console.
event_buffer_maxint1000Max events in window.godotEvents; 0 means no limit.
event_buffer_trimint500Events kept after trimming; 0 means no trim.

How It Works

The Godot addon writes generic browser globals during enabled web runs:

  • window.godotElements: element keys mapped to {x, y, w, h, visible} in Godot viewport space.
  • window.godotElementsViewport: viewport information used to scale coordinates to the canvas.
  • window.godotEvents: buffered event records emitted by game code.
  • window.godotTestState: namespaced test state dictionaries.

gdpw reads those globals through CDP. It never mutates browser or game state and it never calls playwright-cli; it only provides data that another tool can use for input.

Safety Notes

  • Features only run in web builds when debug mode, enabled, or test_mode is active.
  • Calls are safe to leave in game code because disabled features no-op.
  • Do not expose private player data through test state or event payloads.
  • Game-specific knowledge belongs in game docs or skills, not in gdpw.

Repository Layout

  • gd/addon/: Godot plugin source packaged for GDAM and manual installation.
  • gd/tests/: Godot test project/scripts for addon behavior.
  • cli/: Go gdpw CLI source and build scripts.
  • js/: JavaScript Playwright helpers and tests.
  • .github/workflows/ci.yml: runs Godot addon tests and Go CLI tests.
  • .github/workflows/release.yml: creates addon and CLI GitHub releases.

Versioning And Releases

This repo currently has two automated release targets:

  • gd: uses gd-v* tags, verifies gd/addon/plugin.cfg, builds @aviorstudio_gd-playwright.zip, and publishes @aviorstudio/gd-playwright to GDAM.
  • cli: uses cli-v* tags, runs Go tests, builds gdpw binaries for Linux, macOS, and Windows, and attaches checksums.

The implemented js/ package does not yet have an automated release target. The release workflow is manual and must be run from main with a patch, minor, or major bump.

Testing

Run locally with:

mise exec -- ./gd/tests/test.sh
cd cli && mise exec -- go test ./...
cd js && mise exec -- bun test

CI runs all three test suites.

License

MIT

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Latest commit

History

55 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

gd-playwright

Playwright tooling for Godot web exports.

This repo contains the Godot addon that emits test metadata from a web export, the read-only gdpw CLI that queries that metadata and generates Playwright actions, and JavaScript helpers for controlling active games from a persistent Playwright process.

Use it when browser-based tests need stable names like start_button instead of hardcoded screen coordinates.

Packages

  • gd/: Godot addon that exposes browser events, element positions, viewport state, and test state.
  • cli/: Go gdpw command-line helper for querying exported games through CDP.
  • js/: dependency-free Playwright helpers for live element resolution, confirmed actions, and retries.

Install The Godot Addon

Via gdam

gdam install @aviorstudio/gd-playwright

Manual

Copy gd/addon/ into res://addons/@aviorstudio_gd-playwright/ and enable GD Playwright Client in Project Settings -> Plugins.

The plugin installs an autoload named PlaywrightService. You can also add autoload.gd manually as an autoload with that name.

Godot Quick Start

constPlaywrightServiceModule=preload("res://addons/@aviorstudio_gd-playwright/src/playwright_service.gd")
func_ready() ->void:
PlaywrightService.configure(PlaywrightServiceModule.PlaywrightConfig.new(true, true, true, 1000))
PlaywrightService.emit_event("route_loaded", {"route": "home"})
PlaywrightService.set_test_state("menu", {"route": "home"})

Add a visible PlaywrightTag child under any Control or Node2D that tests need to click or inspect:

StartButton
PlaywrightTag
tag_key = "start_button"

When the web export runs with gd-playwright enabled, the tag writes center-point positions to window.godotElements:

{
"start_button": { "x": 360, "y": 800, "w": 280, "h": 72, "visible": true }
}

If your game wraps the addon service with its own autoload, set service_path on the helper nodes:

PlaywrightTag
tag_key = "start_button"
service_path = "/root/MyPlaywrightService"

Legacy metadata tags still work:

button.set_meta("playwright", "start_button")
PlaywrightService.scan_scene()

The editor also includes tool menu actions:

  • GD Playwright: Scan Scene For Metadata
  • GD Playwright: Convert Metadata To Tags

Use PlaywrightEventEmitter when a scene should author a named event in the Inspector:

HomeScreen
RouteLoadedEvent
script = PlaywrightEventEmitter
event_name = "route_loaded"
payload = { "route": "home" }

Game code can call the node when the event occurs:

$RouteLoadedEvent.emit_playwright_event({"screen": "HomeScreen"})

Use PlaywrightStatePublisher for namespaced test-observable state:

GameScreen
GameStatePublisher
script = PlaywrightStatePublisher
state_namespace = "game"
$GameStatePublisher.publish({
"level": "level_01",
"solved": false
})

An installable example scene is included at:

res://addons/@aviorstudio_gd-playwright/examples/app_shell/playwright_example_screen.tscn

For runtime-created objects, use the generic service APIs:

PlaywrightService.register_element("unit_0", center_pos, size, true)
PlaywrightService.unregister_element("unit_0")
PlaywrightService.emit_namespaced_event("combat", "turn_started", {"turn": 1})
PlaywrightService.set_state("combat", {"turn": 1})

For dynamic objects, register positions manually:

varelement_map=PlaywrightService.get_element_map()
ifelement_map:
element_map.register("unit_0", center_pos, size, true)

Events are appended to window.godotEvents and dispatched as browser CustomEvent("godot-event") events:

PlaywrightService.emit_event("battle_started", {"round": 1})

State is exposed at window.godotTestState.<namespace>:

PlaywrightService.set_test_state("puzzle", {"moves": 4, "solved": false})
PlaywrightService.clear_test_state("puzzle")

Install The CLI

Requires Go 1.24+.

go install github.com/aviorstudio/gd-playwright/cli/cmd/gdpw@latest

Or build from source:

cd cli
mkdir -p bin
go build -o bin/gdpw ./cmd/gdpw/

Or use the helper script:

cd cli
./build.sh

CLI Quick Start

# Open the game in a browser.
playwright-cli open http://localhost:3000 --headed
# See what the addon exposed. gdpw discovers playwright-cli's CDP port.
gdpw list --visible
# Get coordinates for an element.
gdpw get start_button
# Click it via playwright-cli.
playwright-cli mousemove 360 640
playwright-cli mousedown
playwright-cli mouseup
# Wait for a new event.
gdpw wait route_loaded

Active Game Actions

Moving game objects should be resolved immediately before browser input. gdpw remains read-only: these commands print one playwright-cli run-code command, and Playwright performs the input when the output is executed.

# Atomic browser-local click.
gdpw get play_button --script | sh
# Retry a moving-target drag only when the expected fresh event is missing.
gdpw script drag enemy_1 \
--to 1000,260 \
--expect-event enemy_released \
--filter id=1 \
--retries 3 | sh

Every attempt re-reads window.godotElements, viewport scaling, and the canvas rectangle. Confirmation listeners are armed before input, and drag failures always attempt to release the mouse.

For sustained active-game tests, import the JavaScript helper package in a Playwright test so decisions and input stay in one process:

import{dragElement}from"@aviorstudio/gd-playwright";awaitdragElement(page,"enemy_1",{to: {x: 1000,y: 260},confirm: {eventName: "enemy_released",filters: {id: 1}},retries: 3,});

Retries are not exactly-once delivery. Keep them disabled for non-idempotent actions unless the confirmation event uniquely identifies success.

CLI Commands

CommandDescription
get <key> [key2...]Get canvas-scaled center coordinates for elements.
listList all registered element keys.
statusCheck CDP connection and gd-playwright state.
eventsShow recent game events from window.godotEvents.
wait <event>Wait for a new event to appear.
watchStream events in real time.
stateShow aggregated state: test state, elements, viewport, and latest events by type.
script click/dragGenerate atomic Playwright actions with optional fresh-event confirmation and retries.

gdpw resolves its browser connection in this order:

  1. --cdp ws://...
  2. --port <N>
  3. GDPW_CDP
  4. GDPW_PORT
  5. Auto-discovery from default ports and local browser --remote-debugging-port process arguments

Auto-discovery checks every page target and selects the one exposing gd-playwright globals. This avoids attaching to a stale non-game tab when multiple Playwright or Chrome targets exist. Explicit --cdp remains available when process inspection is unavailable or the browser is remote.

Project Settings

Settings use the gd_playwright/ prefix:

SettingTypeDefaultDescription
enabledboolfalseForce-enable event emission.
test_modeboolfalseEnable emission and element maps in non-debug builds.
log_eventsbooltrueLog emitted events in the browser console.
event_buffer_maxint1000Max events in window.godotEvents; 0 means no limit.
event_buffer_trimint500Events kept after trimming; 0 means no trim.

How It Works

The Godot addon writes generic browser globals during enabled web runs:

  • window.godotElements: element keys mapped to {x, y, w, h, visible} in Godot viewport space.
  • window.godotElementsViewport: viewport information used to scale coordinates to the canvas.
  • window.godotEvents: buffered event records emitted by game code.
  • window.godotTestState: namespaced test state dictionaries.

gdpw reads those globals through CDP. It never mutates browser or game state and it never calls playwright-cli; it only provides data that another tool can use for input.

Safety Notes

  • Features only run in web builds when debug mode, enabled, or test_mode is active.
  • Calls are safe to leave in game code because disabled features no-op.
  • Do not expose private player data through test state or event payloads.
  • Game-specific knowledge belongs in game docs or skills, not in gdpw.

Repository Layout

  • gd/addon/: Godot plugin source packaged for GDAM and manual installation.
  • gd/tests/: Godot test project/scripts for addon behavior.
  • cli/: Go gdpw CLI source and build scripts.
  • js/: JavaScript Playwright helpers and tests.
  • .github/workflows/ci.yml: runs Godot addon tests and Go CLI tests.
  • .github/workflows/release.yml: creates addon and CLI GitHub releases.

Versioning And Releases

This repo currently has two automated release targets:

  • gd: uses gd-v* tags, verifies gd/addon/plugin.cfg, builds @aviorstudio_gd-playwright.zip, and publishes @aviorstudio/gd-playwright to GDAM.
  • cli: uses cli-v* tags, runs Go tests, builds gdpw binaries for Linux, macOS, and Windows, and attaches checksums.

The implemented js/ package does not yet have an automated release target. The release workflow is manual and must be run from main with a patch, minor, or major bump.

Testing

Run locally with:

mise exec -- ./gd/tests/test.sh
cd cli && mise exec -- go test ./...
cd js && mise exec -- bun test

CI runs all three test suites.

License

MIT

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Latest commit

History

55 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

gd-playwright

Playwright tooling for Godot web exports.

This repo contains the Godot addon that emits test metadata from a web export, the read-only gdpw CLI that queries that metadata and generates Playwright actions, and JavaScript helpers for controlling active games from a persistent Playwright process.

Use it when browser-based tests need stable names like start_button instead of hardcoded screen coordinates.

Packages

  • gd/: Godot addon that exposes browser events, element positions, viewport state, and test state.
  • cli/: Go gdpw command-line helper for querying exported games through CDP.
  • js/: dependency-free Playwright helpers for live element resolution, confirmed actions, and retries.

Install The Godot Addon

Via gdam

gdam install @aviorstudio/gd-playwright

Manual

Copy gd/addon/ into res://addons/@aviorstudio_gd-playwright/ and enable GD Playwright Client in Project Settings -> Plugins.

The plugin installs an autoload named PlaywrightService. You can also add autoload.gd manually as an autoload with that name.

Godot Quick Start

constPlaywrightServiceModule=preload("res://addons/@aviorstudio_gd-playwright/src/playwright_service.gd")
func_ready() ->void:
PlaywrightService.configure(PlaywrightServiceModule.PlaywrightConfig.new(true, true, true, 1000))
PlaywrightService.emit_event("route_loaded", {"route": "home"})
PlaywrightService.set_test_state("menu", {"route": "home"})

Add a visible PlaywrightTag child under any Control or Node2D that tests need to click or inspect:

StartButton
PlaywrightTag
tag_key = "start_button"

When the web export runs with gd-playwright enabled, the tag writes center-point positions to window.godotElements:

{
"start_button": { "x": 360, "y": 800, "w": 280, "h": 72, "visible": true }
}

If your game wraps the addon service with its own autoload, set service_path on the helper nodes:

PlaywrightTag
tag_key = "start_button"
service_path = "/root/MyPlaywrightService"

Legacy metadata tags still work:

button.set_meta("playwright", "start_button")
PlaywrightService.scan_scene()

The editor also includes tool menu actions:

  • GD Playwright: Scan Scene For Metadata
  • GD Playwright: Convert Metadata To Tags

Use PlaywrightEventEmitter when a scene should author a named event in the Inspector:

HomeScreen
RouteLoadedEvent
script = PlaywrightEventEmitter
event_name = "route_loaded"
payload = { "route": "home" }

Game code can call the node when the event occurs:

$RouteLoadedEvent.emit_playwright_event({"screen": "HomeScreen"})

Use PlaywrightStatePublisher for namespaced test-observable state:

GameScreen
GameStatePublisher
script = PlaywrightStatePublisher
state_namespace = "game"
$GameStatePublisher.publish({
"level": "level_01",
"solved": false
})

An installable example scene is included at:

res://addons/@aviorstudio_gd-playwright/examples/app_shell/playwright_example_screen.tscn

For runtime-created objects, use the generic service APIs:

PlaywrightService.register_element("unit_0", center_pos, size, true)
PlaywrightService.unregister_element("unit_0")
PlaywrightService.emit_namespaced_event("combat", "turn_started", {"turn": 1})
PlaywrightService.set_state("combat", {"turn": 1})

For dynamic objects, register positions manually:

varelement_map=PlaywrightService.get_element_map()
ifelement_map:
element_map.register("unit_0", center_pos, size, true)

Events are appended to window.godotEvents and dispatched as browser CustomEvent("godot-event") events:

PlaywrightService.emit_event("battle_started", {"round": 1})

State is exposed at window.godotTestState.<namespace>:

PlaywrightService.set_test_state("puzzle", {"moves": 4, "solved": false})
PlaywrightService.clear_test_state("puzzle")

Install The CLI

Requires Go 1.24+.

go install github.com/aviorstudio/gd-playwright/cli/cmd/gdpw@latest

Or build from source:

cd cli
mkdir -p bin
go build -o bin/gdpw ./cmd/gdpw/

Or use the helper script:

cd cli
./build.sh

CLI Quick Start

# Open the game in a browser.
playwright-cli open http://localhost:3000 --headed
# See what the addon exposed. gdpw discovers playwright-cli's CDP port.
gdpw list --visible
# Get coordinates for an element.
gdpw get start_button
# Click it via playwright-cli.
playwright-cli mousemove 360 640
playwright-cli mousedown
playwright-cli mouseup
# Wait for a new event.
gdpw wait route_loaded

Active Game Actions

Moving game objects should be resolved immediately before browser input. gdpw remains read-only: these commands print one playwright-cli run-code command, and Playwright performs the input when the output is executed.

# Atomic browser-local click.
gdpw get play_button --script | sh
# Retry a moving-target drag only when the expected fresh event is missing.
gdpw script drag enemy_1 \
--to 1000,260 \
--expect-event enemy_released \
--filter id=1 \
--retries 3 | sh

Every attempt re-reads window.godotElements, viewport scaling, and the canvas rectangle. Confirmation listeners are armed before input, and drag failures always attempt to release the mouse.

For sustained active-game tests, import the JavaScript helper package in a Playwright test so decisions and input stay in one process:

import{dragElement}from"@aviorstudio/gd-playwright";awaitdragElement(page,"enemy_1",{to: {x: 1000,y: 260},confirm: {eventName: "enemy_released",filters: {id: 1}},retries: 3,});

Retries are not exactly-once delivery. Keep them disabled for non-idempotent actions unless the confirmation event uniquely identifies success.

CLI Commands

CommandDescription
get <key> [key2...]Get canvas-scaled center coordinates for elements.
listList all registered element keys.
statusCheck CDP connection and gd-playwright state.
eventsShow recent game events from window.godotEvents.
wait <event>Wait for a new event to appear.
watchStream events in real time.
stateShow aggregated state: test state, elements, viewport, and latest events by type.
script click/dragGenerate atomic Playwright actions with optional fresh-event confirmation and retries.

gdpw resolves its browser connection in this order:

  1. --cdp ws://...
  2. --port <N>
  3. GDPW_CDP
  4. GDPW_PORT
  5. Auto-discovery from default ports and local browser --remote-debugging-port process arguments

Auto-discovery checks every page target and selects the one exposing gd-playwright globals. This avoids attaching to a stale non-game tab when multiple Playwright or Chrome targets exist. Explicit --cdp remains available when process inspection is unavailable or the browser is remote.

Project Settings

Settings use the gd_playwright/ prefix:

SettingTypeDefaultDescription
enabledboolfalseForce-enable event emission.
test_modeboolfalseEnable emission and element maps in non-debug builds.
log_eventsbooltrueLog emitted events in the browser console.
event_buffer_maxint1000Max events in window.godotEvents; 0 means no limit.
event_buffer_trimint500Events kept after trimming; 0 means no trim.

How It Works

The Godot addon writes generic browser globals during enabled web runs:

  • window.godotElements: element keys mapped to {x, y, w, h, visible} in Godot viewport space.
  • window.godotElementsViewport: viewport information used to scale coordinates to the canvas.
  • window.godotEvents: buffered event records emitted by game code.
  • window.godotTestState: namespaced test state dictionaries.

gdpw reads those globals through CDP. It never mutates browser or game state and it never calls playwright-cli; it only provides data that another tool can use for input.

Safety Notes

  • Features only run in web builds when debug mode, enabled, or test_mode is active.
  • Calls are safe to leave in game code because disabled features no-op.
  • Do not expose private player data through test state or event payloads.
  • Game-specific knowledge belongs in game docs or skills, not in gdpw.

Repository Layout

  • gd/addon/: Godot plugin source packaged for GDAM and manual installation.
  • gd/tests/: Godot test project/scripts for addon behavior.
  • cli/: Go gdpw CLI source and build scripts.
  • js/: JavaScript Playwright helpers and tests.
  • .github/workflows/ci.yml: runs Godot addon tests and Go CLI tests.
  • .github/workflows/release.yml: creates addon and CLI GitHub releases.

Versioning And Releases

This repo currently has two automated release targets:

  • gd: uses gd-v* tags, verifies gd/addon/plugin.cfg, builds @aviorstudio_gd-playwright.zip, and publishes @aviorstudio/gd-playwright to GDAM.
  • cli: uses cli-v* tags, runs Go tests, builds gdpw binaries for Linux, macOS, and Windows, and attaches checksums.

The implemented js/ package does not yet have an automated release target. The release workflow is manual and must be run from main with a patch, minor, or major bump.

Testing

Run locally with:

mise exec -- ./gd/tests/test.sh
cd cli && mise exec -- go test ./...
cd js && mise exec -- bun test

CI runs all three test suites.

License

MIT

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Latest commit

History

55 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

gd-playwright

Playwright tooling for Godot web exports.

This repo contains the Godot addon that emits test metadata from a web export, the read-only gdpw CLI that queries that metadata and generates Playwright actions, and JavaScript helpers for controlling active games from a persistent Playwright process.

Use it when browser-based tests need stable names like start_button instead of hardcoded screen coordinates.

Packages

  • gd/: Godot addon that exposes browser events, element positions, viewport state, and test state.
  • cli/: Go gdpw command-line helper for querying exported games through CDP.
  • js/: dependency-free Playwright helpers for live element resolution, confirmed actions, and retries.

Install The Godot Addon

Via gdam

gdam install @aviorstudio/gd-playwright

Manual

Copy gd/addon/ into res://addons/@aviorstudio_gd-playwright/ and enable GD Playwright Client in Project Settings -> Plugins.

The plugin installs an autoload named PlaywrightService. You can also add autoload.gd manually as an autoload with that name.

Godot Quick Start

constPlaywrightServiceModule=preload("res://addons/@aviorstudio_gd-playwright/src/playwright_service.gd")
func_ready() ->void:
PlaywrightService.configure(PlaywrightServiceModule.PlaywrightConfig.new(true, true, true, 1000))
PlaywrightService.emit_event("route_loaded", {"route": "home"})
PlaywrightService.set_test_state("menu", {"route": "home"})

Add a visible PlaywrightTag child under any Control or Node2D that tests need to click or inspect:

StartButton
PlaywrightTag
tag_key = "start_button"

When the web export runs with gd-playwright enabled, the tag writes center-point positions to window.godotElements:

{
"start_button": { "x": 360, "y": 800, "w": 280, "h": 72, "visible": true }
}

If your game wraps the addon service with its own autoload, set service_path on the helper nodes:

PlaywrightTag
tag_key = "start_button"
service_path = "/root/MyPlaywrightService"

Legacy metadata tags still work:

button.set_meta("playwright", "start_button")
PlaywrightService.scan_scene()

The editor also includes tool menu actions:

  • GD Playwright: Scan Scene For Metadata
  • GD Playwright: Convert Metadata To Tags

Use PlaywrightEventEmitter when a scene should author a named event in the Inspector:

HomeScreen
RouteLoadedEvent
script = PlaywrightEventEmitter
event_name = "route_loaded"
payload = { "route": "home" }

Game code can call the node when the event occurs:

$RouteLoadedEvent.emit_playwright_event({"screen": "HomeScreen"})

Use PlaywrightStatePublisher for namespaced test-observable state:

GameScreen
GameStatePublisher
script = PlaywrightStatePublisher
state_namespace = "game"
$GameStatePublisher.publish({
"level": "level_01",
"solved": false
})

An installable example scene is included at:

res://addons/@aviorstudio_gd-playwright/examples/app_shell/playwright_example_screen.tscn

For runtime-created objects, use the generic service APIs:

PlaywrightService.register_element("unit_0", center_pos, size, true)
PlaywrightService.unregister_element("unit_0")
PlaywrightService.emit_namespaced_event("combat", "turn_started", {"turn": 1})
PlaywrightService.set_state("combat", {"turn": 1})

For dynamic objects, register positions manually:

varelement_map=PlaywrightService.get_element_map()
ifelement_map:
element_map.register("unit_0", center_pos, size, true)

Events are appended to window.godotEvents and dispatched as browser CustomEvent("godot-event") events:

PlaywrightService.emit_event("battle_started", {"round": 1})

State is exposed at window.godotTestState.<namespace>:

PlaywrightService.set_test_state("puzzle", {"moves": 4, "solved": false})
PlaywrightService.clear_test_state("puzzle")

Install The CLI

Requires Go 1.24+.

go install github.com/aviorstudio/gd-playwright/cli/cmd/gdpw@latest

Or build from source:

cd cli
mkdir -p bin
go build -o bin/gdpw ./cmd/gdpw/

Or use the helper script:

cd cli
./build.sh

CLI Quick Start

# Open the game in a browser.
playwright-cli open http://localhost:3000 --headed
# See what the addon exposed. gdpw discovers playwright-cli's CDP port.
gdpw list --visible
# Get coordinates for an element.
gdpw get start_button
# Click it via playwright-cli.
playwright-cli mousemove 360 640
playwright-cli mousedown
playwright-cli mouseup
# Wait for a new event.
gdpw wait route_loaded

Active Game Actions

Moving game objects should be resolved immediately before browser input. gdpw remains read-only: these commands print one playwright-cli run-code command, and Playwright performs the input when the output is executed.

# Atomic browser-local click.
gdpw get play_button --script | sh
# Retry a moving-target drag only when the expected fresh event is missing.
gdpw script drag enemy_1 \
--to 1000,260 \
--expect-event enemy_released \
--filter id=1 \
--retries 3 | sh

Every attempt re-reads window.godotElements, viewport scaling, and the canvas rectangle. Confirmation listeners are armed before input, and drag failures always attempt to release the mouse.

For sustained active-game tests, import the JavaScript helper package in a Playwright test so decisions and input stay in one process:

import{dragElement}from"@aviorstudio/gd-playwright";awaitdragElement(page,"enemy_1",{to: {x: 1000,y: 260},confirm: {eventName: "enemy_released",filters: {id: 1}},retries: 3,});

Retries are not exactly-once delivery. Keep them disabled for non-idempotent actions unless the confirmation event uniquely identifies success.

CLI Commands

CommandDescription
get <key> [key2...]Get canvas-scaled center coordinates for elements.
listList all registered element keys.
statusCheck CDP connection and gd-playwright state.
eventsShow recent game events from window.godotEvents.
wait <event>Wait for a new event to appear.
watchStream events in real time.
stateShow aggregated state: test state, elements, viewport, and latest events by type.
script click/dragGenerate atomic Playwright actions with optional fresh-event confirmation and retries.

gdpw resolves its browser connection in this order:

  1. --cdp ws://...
  2. --port <N>
  3. GDPW_CDP
  4. GDPW_PORT
  5. Auto-discovery from default ports and local browser --remote-debugging-port process arguments

Auto-discovery checks every page target and selects the one exposing gd-playwright globals. This avoids attaching to a stale non-game tab when multiple Playwright or Chrome targets exist. Explicit --cdp remains available when process inspection is unavailable or the browser is remote.

Project Settings

Settings use the gd_playwright/ prefix:

SettingTypeDefaultDescription
enabledboolfalseForce-enable event emission.
test_modeboolfalseEnable emission and element maps in non-debug builds.
log_eventsbooltrueLog emitted events in the browser console.
event_buffer_maxint1000Max events in window.godotEvents; 0 means no limit.
event_buffer_trimint500Events kept after trimming; 0 means no trim.

How It Works

The Godot addon writes generic browser globals during enabled web runs:

  • window.godotElements: element keys mapped to {x, y, w, h, visible} in Godot viewport space.
  • window.godotElementsViewport: viewport information used to scale coordinates to the canvas.
  • window.godotEvents: buffered event records emitted by game code.
  • window.godotTestState: namespaced test state dictionaries.

gdpw reads those globals through CDP. It never mutates browser or game state and it never calls playwright-cli; it only provides data that another tool can use for input.

Safety Notes

  • Features only run in web builds when debug mode, enabled, or test_mode is active.
  • Calls are safe to leave in game code because disabled features no-op.
  • Do not expose private player data through test state or event payloads.
  • Game-specific knowledge belongs in game docs or skills, not in gdpw.

Repository Layout

  • gd/addon/: Godot plugin source packaged for GDAM and manual installation.
  • gd/tests/: Godot test project/scripts for addon behavior.
  • cli/: Go gdpw CLI source and build scripts.
  • js/: JavaScript Playwright helpers and tests.
  • .github/workflows/ci.yml: runs Godot addon tests and Go CLI tests.
  • .github/workflows/release.yml: creates addon and CLI GitHub releases.

Versioning And Releases

This repo currently has two automated release targets:

  • gd: uses gd-v* tags, verifies gd/addon/plugin.cfg, builds @aviorstudio_gd-playwright.zip, and publishes @aviorstudio/gd-playwright to GDAM.
  • cli: uses cli-v* tags, runs Go tests, builds gdpw binaries for Linux, macOS, and Windows, and attaches checksums.

The implemented js/ package does not yet have an automated release target. The release workflow is manual and must be run from main with a patch, minor, or major bump.

Testing

Run locally with:

mise exec -- ./gd/tests/test.sh
cd cli && mise exec -- go test ./...
cd js && mise exec -- bun test

CI runs all three test suites.

License

MIT

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Latest commit

History

55 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

gd-playwright

Playwright tooling for Godot web exports.

This repo contains the Godot addon that emits test metadata from a web export, the read-only gdpw CLI that queries that metadata and generates Playwright actions, and JavaScript helpers for controlling active games from a persistent Playwright process.

Use it when browser-based tests need stable names like start_button instead of hardcoded screen coordinates.

Packages

  • gd/: Godot addon that exposes browser events, element positions, viewport state, and test state.
  • cli/: Go gdpw command-line helper for querying exported games through CDP.
  • js/: dependency-free Playwright helpers for live element resolution, confirmed actions, and retries.

Install The Godot Addon

Via gdam

gdam install @aviorstudio/gd-playwright

Manual

Copy gd/addon/ into res://addons/@aviorstudio_gd-playwright/ and enable GD Playwright Client in Project Settings -> Plugins.

The plugin installs an autoload named PlaywrightService. You can also add autoload.gd manually as an autoload with that name.

Godot Quick Start

constPlaywrightServiceModule=preload("res://addons/@aviorstudio_gd-playwright/src/playwright_service.gd")
func_ready() ->void:
PlaywrightService.configure(PlaywrightServiceModule.PlaywrightConfig.new(true, true, true, 1000))
PlaywrightService.emit_event("route_loaded", {"route": "home"})
PlaywrightService.set_test_state("menu", {"route": "home"})

Add a visible PlaywrightTag child under any Control or Node2D that tests need to click or inspect:

StartButton
PlaywrightTag
tag_key = "start_button"

When the web export runs with gd-playwright enabled, the tag writes center-point positions to window.godotElements:

{
"start_button": { "x": 360, "y": 800, "w": 280, "h": 72, "visible": true }
}

If your game wraps the addon service with its own autoload, set service_path on the helper nodes:

PlaywrightTag
tag_key = "start_button"
service_path = "/root/MyPlaywrightService"

Legacy metadata tags still work:

button.set_meta("playwright", "start_button")
PlaywrightService.scan_scene()

The editor also includes tool menu actions:

  • GD Playwright: Scan Scene For Metadata
  • GD Playwright: Convert Metadata To Tags

Use PlaywrightEventEmitter when a scene should author a named event in the Inspector:

HomeScreen
RouteLoadedEvent
script = PlaywrightEventEmitter
event_name = "route_loaded"
payload = { "route": "home" }

Game code can call the node when the event occurs:

$RouteLoadedEvent.emit_playwright_event({"screen": "HomeScreen"})

Use PlaywrightStatePublisher for namespaced test-observable state:

GameScreen
GameStatePublisher
script = PlaywrightStatePublisher
state_namespace = "game"
$GameStatePublisher.publish({
"level": "level_01",
"solved": false
})

An installable example scene is included at:

res://addons/@aviorstudio_gd-playwright/examples/app_shell/playwright_example_screen.tscn

For runtime-created objects, use the generic service APIs:

PlaywrightService.register_element("unit_0", center_pos, size, true)
PlaywrightService.unregister_element("unit_0")
PlaywrightService.emit_namespaced_event("combat", "turn_started", {"turn": 1})
PlaywrightService.set_state("combat", {"turn": 1})

For dynamic objects, register positions manually:

varelement_map=PlaywrightService.get_element_map()
ifelement_map:
element_map.register("unit_0", center_pos, size, true)

Events are appended to window.godotEvents and dispatched as browser CustomEvent("godot-event") events:

PlaywrightService.emit_event("battle_started", {"round": 1})

State is exposed at window.godotTestState.<namespace>:

PlaywrightService.set_test_state("puzzle", {"moves": 4, "solved": false})
PlaywrightService.clear_test_state("puzzle")

Install The CLI

Requires Go 1.24+.

go install github.com/aviorstudio/gd-playwright/cli/cmd/gdpw@latest

Or build from source:

cd cli
mkdir -p bin
go build -o bin/gdpw ./cmd/gdpw/

Or use the helper script:

cd cli
./build.sh

CLI Quick Start

# Open the game in a browser.
playwright-cli open http://localhost:3000 --headed
# See what the addon exposed. gdpw discovers playwright-cli's CDP port.
gdpw list --visible
# Get coordinates for an element.
gdpw get start_button
# Click it via playwright-cli.
playwright-cli mousemove 360 640
playwright-cli mousedown
playwright-cli mouseup
# Wait for a new event.
gdpw wait route_loaded

Active Game Actions

Moving game objects should be resolved immediately before browser input. gdpw remains read-only: these commands print one playwright-cli run-code command, and Playwright performs the input when the output is executed.

# Atomic browser-local click.
gdpw get play_button --script | sh
# Retry a moving-target drag only when the expected fresh event is missing.
gdpw script drag enemy_1 \
--to 1000,260 \
--expect-event enemy_released \
--filter id=1 \
--retries 3 | sh

Every attempt re-reads window.godotElements, viewport scaling, and the canvas rectangle. Confirmation listeners are armed before input, and drag failures always attempt to release the mouse.

For sustained active-game tests, import the JavaScript helper package in a Playwright test so decisions and input stay in one process:

import{dragElement}from"@aviorstudio/gd-playwright";awaitdragElement(page,"enemy_1",{to: {x: 1000,y: 260},confirm: {eventName: "enemy_released",filters: {id: 1}},retries: 3,});

Retries are not exactly-once delivery. Keep them disabled for non-idempotent actions unless the confirmation event uniquely identifies success.

CLI Commands

CommandDescription
get <key> [key2...]Get canvas-scaled center coordinates for elements.
listList all registered element keys.
statusCheck CDP connection and gd-playwright state.
eventsShow recent game events from window.godotEvents.
wait <event>Wait for a new event to appear.
watchStream events in real time.
stateShow aggregated state: test state, elements, viewport, and latest events by type.
script click/dragGenerate atomic Playwright actions with optional fresh-event confirmation and retries.

gdpw resolves its browser connection in this order:

  1. --cdp ws://...
  2. --port <N>
  3. GDPW_CDP
  4. GDPW_PORT
  5. Auto-discovery from default ports and local browser --remote-debugging-port process arguments

Auto-discovery checks every page target and selects the one exposing gd-playwright globals. This avoids attaching to a stale non-game tab when multiple Playwright or Chrome targets exist. Explicit --cdp remains available when process inspection is unavailable or the browser is remote.

Project Settings

Settings use the gd_playwright/ prefix:

SettingTypeDefaultDescription
enabledboolfalseForce-enable event emission.
test_modeboolfalseEnable emission and element maps in non-debug builds.
log_eventsbooltrueLog emitted events in the browser console.
event_buffer_maxint1000Max events in window.godotEvents; 0 means no limit.
event_buffer_trimint500Events kept after trimming; 0 means no trim.

How It Works

The Godot addon writes generic browser globals during enabled web runs:

  • window.godotElements: element keys mapped to {x, y, w, h, visible} in Godot viewport space.
  • window.godotElementsViewport: viewport information used to scale coordinates to the canvas.
  • window.godotEvents: buffered event records emitted by game code.
  • window.godotTestState: namespaced test state dictionaries.

gdpw reads those globals through CDP. It never mutates browser or game state and it never calls playwright-cli; it only provides data that another tool can use for input.

Safety Notes

  • Features only run in web builds when debug mode, enabled, or test_mode is active.
  • Calls are safe to leave in game code because disabled features no-op.
  • Do not expose private player data through test state or event payloads.
  • Game-specific knowledge belongs in game docs or skills, not in gdpw.

Repository Layout

  • gd/addon/: Godot plugin source packaged for GDAM and manual installation.
  • gd/tests/: Godot test project/scripts for addon behavior.
  • cli/: Go gdpw CLI source and build scripts.
  • js/: JavaScript Playwright helpers and tests.
  • .github/workflows/ci.yml: runs Godot addon tests and Go CLI tests.
  • .github/workflows/release.yml: creates addon and CLI GitHub releases.

Versioning And Releases

This repo currently has two automated release targets:

  • gd: uses gd-v* tags, verifies gd/addon/plugin.cfg, builds @aviorstudio_gd-playwright.zip, and publishes @aviorstudio/gd-playwright to GDAM.
  • cli: uses cli-v* tags, runs Go tests, builds gdpw binaries for Linux, macOS, and Windows, and attaches checksums.

The implemented js/ package does not yet have an automated release target. The release workflow is manual and must be run from main with a patch, minor, or major bump.

Testing

Run locally with:

mise exec -- ./gd/tests/test.sh
cd cli && mise exec -- go test ./...
cd js && mise exec -- bun test

CI runs all three test suites.

License

MIT

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Latest commit

History

55 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

gd-playwright

Playwright tooling for Godot web exports.

This repo contains the Godot addon that emits test metadata from a web export, the read-only gdpw CLI that queries that metadata and generates Playwright actions, and JavaScript helpers for controlling active games from a persistent Playwright process.

Use it when browser-based tests need stable names like start_button instead of hardcoded screen coordinates.

Packages

  • gd/: Godot addon that exposes browser events, element positions, viewport state, and test state.
  • cli/: Go gdpw command-line helper for querying exported games through CDP.
  • js/: dependency-free Playwright helpers for live element resolution, confirmed actions, and retries.

Install The Godot Addon

Via gdam

gdam install @aviorstudio/gd-playwright

Manual

Copy gd/addon/ into res://addons/@aviorstudio_gd-playwright/ and enable GD Playwright Client in Project Settings -> Plugins.

The plugin installs an autoload named PlaywrightService. You can also add autoload.gd manually as an autoload with that name.

Godot Quick Start

constPlaywrightServiceModule=preload("res://addons/@aviorstudio_gd-playwright/src/playwright_service.gd")
func_ready() ->void:
PlaywrightService.configure(PlaywrightServiceModule.PlaywrightConfig.new(true, true, true, 1000))
PlaywrightService.emit_event("route_loaded", {"route": "home"})
PlaywrightService.set_test_state("menu", {"route": "home"})

Add a visible PlaywrightTag child under any Control or Node2D that tests need to click or inspect:

StartButton
PlaywrightTag
tag_key = "start_button"

When the web export runs with gd-playwright enabled, the tag writes center-point positions to window.godotElements:

{
"start_button": { "x": 360, "y": 800, "w": 280, "h": 72, "visible": true }
}

If your game wraps the addon service with its own autoload, set service_path on the helper nodes:

PlaywrightTag
tag_key = "start_button"
service_path = "/root/MyPlaywrightService"

Legacy metadata tags still work:

button.set_meta("playwright", "start_button")
PlaywrightService.scan_scene()

The editor also includes tool menu actions:

  • GD Playwright: Scan Scene For Metadata
  • GD Playwright: Convert Metadata To Tags

Use PlaywrightEventEmitter when a scene should author a named event in the Inspector:

HomeScreen
RouteLoadedEvent
script = PlaywrightEventEmitter
event_name = "route_loaded"
payload = { "route": "home" }

Game code can call the node when the event occurs:

$RouteLoadedEvent.emit_playwright_event({"screen": "HomeScreen"})

Use PlaywrightStatePublisher for namespaced test-observable state:

GameScreen
GameStatePublisher
script = PlaywrightStatePublisher
state_namespace = "game"
$GameStatePublisher.publish({
"level": "level_01",
"solved": false
})

An installable example scene is included at:

res://addons/@aviorstudio_gd-playwright/examples/app_shell/playwright_example_screen.tscn

For runtime-created objects, use the generic service APIs:

PlaywrightService.register_element("unit_0", center_pos, size, true)
PlaywrightService.unregister_element("unit_0")
PlaywrightService.emit_namespaced_event("combat", "turn_started", {"turn": 1})
PlaywrightService.set_state("combat", {"turn": 1})

For dynamic objects, register positions manually:

varelement_map=PlaywrightService.get_element_map()
ifelement_map:
element_map.register("unit_0", center_pos, size, true)

Events are appended to window.godotEvents and dispatched as browser CustomEvent("godot-event") events:

PlaywrightService.emit_event("battle_started", {"round": 1})

State is exposed at window.godotTestState.<namespace>:

PlaywrightService.set_test_state("puzzle", {"moves": 4, "solved": false})
PlaywrightService.clear_test_state("puzzle")

Install The CLI

Requires Go 1.24+.

go install github.com/aviorstudio/gd-playwright/cli/cmd/gdpw@latest

Or build from source:

cd cli
mkdir -p bin
go build -o bin/gdpw ./cmd/gdpw/

Or use the helper script:

cd cli
./build.sh

CLI Quick Start

# Open the game in a browser.
playwright-cli open http://localhost:3000 --headed
# See what the addon exposed. gdpw discovers playwright-cli's CDP port.
gdpw list --visible
# Get coordinates for an element.
gdpw get start_button
# Click it via playwright-cli.
playwright-cli mousemove 360 640
playwright-cli mousedown
playwright-cli mouseup
# Wait for a new event.
gdpw wait route_loaded

Active Game Actions

Moving game objects should be resolved immediately before browser input. gdpw remains read-only: these commands print one playwright-cli run-code command, and Playwright performs the input when the output is executed.

# Atomic browser-local click.
gdpw get play_button --script | sh
# Retry a moving-target drag only when the expected fresh event is missing.
gdpw script drag enemy_1 \
--to 1000,260 \
--expect-event enemy_released \
--filter id=1 \
--retries 3 | sh

Every attempt re-reads window.godotElements, viewport scaling, and the canvas rectangle. Confirmation listeners are armed before input, and drag failures always attempt to release the mouse.

For sustained active-game tests, import the JavaScript helper package in a Playwright test so decisions and input stay in one process:

import{dragElement}from"@aviorstudio/gd-playwright";awaitdragElement(page,"enemy_1",{to: {x: 1000,y: 260},confirm: {eventName: "enemy_released",filters: {id: 1}},retries: 3,});

Retries are not exactly-once delivery. Keep them disabled for non-idempotent actions unless the confirmation event uniquely identifies success.

CLI Commands

CommandDescription
get <key> [key2...]Get canvas-scaled center coordinates for elements.
listList all registered element keys.
statusCheck CDP connection and gd-playwright state.
eventsShow recent game events from window.godotEvents.
wait <event>Wait for a new event to appear.
watchStream events in real time.
stateShow aggregated state: test state, elements, viewport, and latest events by type.
script click/dragGenerate atomic Playwright actions with optional fresh-event confirmation and retries.

gdpw resolves its browser connection in this order:

  1. --cdp ws://...
  2. --port <N>
  3. GDPW_CDP
  4. GDPW_PORT
  5. Auto-discovery from default ports and local browser --remote-debugging-port process arguments

Auto-discovery checks every page target and selects the one exposing gd-playwright globals. This avoids attaching to a stale non-game tab when multiple Playwright or Chrome targets exist. Explicit --cdp remains available when process inspection is unavailable or the browser is remote.

Project Settings

Settings use the gd_playwright/ prefix:

SettingTypeDefaultDescription
enabledboolfalseForce-enable event emission.
test_modeboolfalseEnable emission and element maps in non-debug builds.
log_eventsbooltrueLog emitted events in the browser console.
event_buffer_maxint1000Max events in window.godotEvents; 0 means no limit.
event_buffer_trimint500Events kept after trimming; 0 means no trim.

How It Works

The Godot addon writes generic browser globals during enabled web runs:

  • window.godotElements: element keys mapped to {x, y, w, h, visible} in Godot viewport space.
  • window.godotElementsViewport: viewport information used to scale coordinates to the canvas.
  • window.godotEvents: buffered event records emitted by game code.
  • window.godotTestState: namespaced test state dictionaries.

gdpw reads those globals through CDP. It never mutates browser or game state and it never calls playwright-cli; it only provides data that another tool can use for input.

Safety Notes

  • Features only run in web builds when debug mode, enabled, or test_mode is active.
  • Calls are safe to leave in game code because disabled features no-op.
  • Do not expose private player data through test state or event payloads.
  • Game-specific knowledge belongs in game docs or skills, not in gdpw.

Repository Layout

  • gd/addon/: Godot plugin source packaged for GDAM and manual installation.
  • gd/tests/: Godot test project/scripts for addon behavior.
  • cli/: Go gdpw CLI source and build scripts.
  • js/: JavaScript Playwright helpers and tests.
  • .github/workflows/ci.yml: runs Godot addon tests and Go CLI tests.
  • .github/workflows/release.yml: creates addon and CLI GitHub releases.

Versioning And Releases

This repo currently has two automated release targets:

  • gd: uses gd-v* tags, verifies gd/addon/plugin.cfg, builds @aviorstudio_gd-playwright.zip, and publishes @aviorstudio/gd-playwright to GDAM.
  • cli: uses cli-v* tags, runs Go tests, builds gdpw binaries for Linux, macOS, and Windows, and attaches checksums.

The implemented js/ package does not yet have an automated release target. The release workflow is manual and must be run from main with a patch, minor, or major bump.

Testing

Run locally with:

mise exec -- ./gd/tests/test.sh
cd cli && mise exec -- go test ./...
cd js && mise exec -- bun test

CI runs all three test suites.

License

MIT

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Latest commit

History

55 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

gd-playwright

Playwright tooling for Godot web exports.

This repo contains the Godot addon that emits test metadata from a web export, the read-only gdpw CLI that queries that metadata and generates Playwright actions, and JavaScript helpers for controlling active games from a persistent Playwright process.

Use it when browser-based tests need stable names like start_button instead of hardcoded screen coordinates.

Packages

  • gd/: Godot addon that exposes browser events, element positions, viewport state, and test state.
  • cli/: Go gdpw command-line helper for querying exported games through CDP.
  • js/: dependency-free Playwright helpers for live element resolution, confirmed actions, and retries.

Install The Godot Addon

Via gdam

gdam install @aviorstudio/gd-playwright

Manual

Copy gd/addon/ into res://addons/@aviorstudio_gd-playwright/ and enable GD Playwright Client in Project Settings -> Plugins.

The plugin installs an autoload named PlaywrightService. You can also add autoload.gd manually as an autoload with that name.

Godot Quick Start

constPlaywrightServiceModule=preload("res://addons/@aviorstudio_gd-playwright/src/playwright_service.gd")
func_ready() ->void:
PlaywrightService.configure(PlaywrightServiceModule.PlaywrightConfig.new(true, true, true, 1000))
PlaywrightService.emit_event("route_loaded", {"route": "home"})
PlaywrightService.set_test_state("menu", {"route": "home"})

Add a visible PlaywrightTag child under any Control or Node2D that tests need to click or inspect:

StartButton
PlaywrightTag
tag_key = "start_button"

When the web export runs with gd-playwright enabled, the tag writes center-point positions to window.godotElements:

{
"start_button": { "x": 360, "y": 800, "w": 280, "h": 72, "visible": true }
}

If your game wraps the addon service with its own autoload, set service_path on the helper nodes:

PlaywrightTag
tag_key = "start_button"
service_path = "/root/MyPlaywrightService"

Legacy metadata tags still work:

button.set_meta("playwright", "start_button")
PlaywrightService.scan_scene()

The editor also includes tool menu actions:

  • GD Playwright: Scan Scene For Metadata
  • GD Playwright: Convert Metadata To Tags

Use PlaywrightEventEmitter when a scene should author a named event in the Inspector:

HomeScreen
RouteLoadedEvent
script = PlaywrightEventEmitter
event_name = "route_loaded"
payload = { "route": "home" }

Game code can call the node when the event occurs:

$RouteLoadedEvent.emit_playwright_event({"screen": "HomeScreen"})

Use PlaywrightStatePublisher for namespaced test-observable state:

GameScreen
GameStatePublisher
script = PlaywrightStatePublisher
state_namespace = "game"
$GameStatePublisher.publish({
"level": "level_01",
"solved": false
})

An installable example scene is included at:

res://addons/@aviorstudio_gd-playwright/examples/app_shell/playwright_example_screen.tscn

For runtime-created objects, use the generic service APIs:

PlaywrightService.register_element("unit_0", center_pos, size, true)
PlaywrightService.unregister_element("unit_0")
PlaywrightService.emit_namespaced_event("combat", "turn_started", {"turn": 1})
PlaywrightService.set_state("combat", {"turn": 1})

For dynamic objects, register positions manually:

varelement_map=PlaywrightService.get_element_map()
ifelement_map:
element_map.register("unit_0", center_pos, size, true)

Events are appended to window.godotEvents and dispatched as browser CustomEvent("godot-event") events:

PlaywrightService.emit_event("battle_started", {"round": 1})

State is exposed at window.godotTestState.<namespace>:

PlaywrightService.set_test_state("puzzle", {"moves": 4, "solved": false})
PlaywrightService.clear_test_state("puzzle")

Install The CLI

Requires Go 1.24+.

go install github.com/aviorstudio/gd-playwright/cli/cmd/gdpw@latest

Or build from source:

cd cli
mkdir -p bin
go build -o bin/gdpw ./cmd/gdpw/

Or use the helper script:

cd cli
./build.sh

CLI Quick Start

# Open the game in a browser.
playwright-cli open http://localhost:3000 --headed
# See what the addon exposed. gdpw discovers playwright-cli's CDP port.
gdpw list --visible
# Get coordinates for an element.
gdpw get start_button
# Click it via playwright-cli.
playwright-cli mousemove 360 640
playwright-cli mousedown
playwright-cli mouseup
# Wait for a new event.
gdpw wait route_loaded

Active Game Actions

Moving game objects should be resolved immediately before browser input. gdpw remains read-only: these commands print one playwright-cli run-code command, and Playwright performs the input when the output is executed.

# Atomic browser-local click.
gdpw get play_button --script | sh
# Retry a moving-target drag only when the expected fresh event is missing.
gdpw script drag enemy_1 \
--to 1000,260 \
--expect-event enemy_released \
--filter id=1 \
--retries 3 | sh

Every attempt re-reads window.godotElements, viewport scaling, and the canvas rectangle. Confirmation listeners are armed before input, and drag failures always attempt to release the mouse.

For sustained active-game tests, import the JavaScript helper package in a Playwright test so decisions and input stay in one process:

import{dragElement}from"@aviorstudio/gd-playwright";awaitdragElement(page,"enemy_1",{to: {x: 1000,y: 260},confirm: {eventName: "enemy_released",filters: {id: 1}},retries: 3,});

Retries are not exactly-once delivery. Keep them disabled for non-idempotent actions unless the confirmation event uniquely identifies success.

CLI Commands

CommandDescription
get <key> [key2...]Get canvas-scaled center coordinates for elements.
listList all registered element keys.
statusCheck CDP connection and gd-playwright state.
eventsShow recent game events from window.godotEvents.
wait <event>Wait for a new event to appear.
watchStream events in real time.
stateShow aggregated state: test state, elements, viewport, and latest events by type.
script click/dragGenerate atomic Playwright actions with optional fresh-event confirmation and retries.

gdpw resolves its browser connection in this order:

  1. --cdp ws://...
  2. --port <N>
  3. GDPW_CDP
  4. GDPW_PORT
  5. Auto-discovery from default ports and local browser --remote-debugging-port process arguments

Auto-discovery checks every page target and selects the one exposing gd-playwright globals. This avoids attaching to a stale non-game tab when multiple Playwright or Chrome targets exist. Explicit --cdp remains available when process inspection is unavailable or the browser is remote.

Project Settings

Settings use the gd_playwright/ prefix:

SettingTypeDefaultDescription
enabledboolfalseForce-enable event emission.
test_modeboolfalseEnable emission and element maps in non-debug builds.
log_eventsbooltrueLog emitted events in the browser console.
event_buffer_maxint1000Max events in window.godotEvents; 0 means no limit.
event_buffer_trimint500Events kept after trimming; 0 means no trim.

How It Works

The Godot addon writes generic browser globals during enabled web runs:

  • window.godotElements: element keys mapped to {x, y, w, h, visible} in Godot viewport space.
  • window.godotElementsViewport: viewport information used to scale coordinates to the canvas.
  • window.godotEvents: buffered event records emitted by game code.
  • window.godotTestState: namespaced test state dictionaries.

gdpw reads those globals through CDP. It never mutates browser or game state and it never calls playwright-cli; it only provides data that another tool can use for input.

Safety Notes

  • Features only run in web builds when debug mode, enabled, or test_mode is active.
  • Calls are safe to leave in game code because disabled features no-op.
  • Do not expose private player data through test state or event payloads.
  • Game-specific knowledge belongs in game docs or skills, not in gdpw.

Repository Layout

  • gd/addon/: Godot plugin source packaged for GDAM and manual installation.
  • gd/tests/: Godot test project/scripts for addon behavior.
  • cli/: Go gdpw CLI source and build scripts.
  • js/: JavaScript Playwright helpers and tests.
  • .github/workflows/ci.yml: runs Godot addon tests and Go CLI tests.
  • .github/workflows/release.yml: creates addon and CLI GitHub releases.

Versioning And Releases

This repo currently has two automated release targets:

  • gd: uses gd-v* tags, verifies gd/addon/plugin.cfg, builds @aviorstudio_gd-playwright.zip, and publishes @aviorstudio/gd-playwright to GDAM.
  • cli: uses cli-v* tags, runs Go tests, builds gdpw binaries for Linux, macOS, and Windows, and attaches checksums.

The implemented js/ package does not yet have an automated release target. The release workflow is manual and must be run from main with a patch, minor, or major bump.

Testing

Run locally with:

mise exec -- ./gd/tests/test.sh
cd cli && mise exec -- go test ./...
cd js && mise exec -- bun test

CI runs all three test suites.

License

MIT

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages