adopt
Brownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance…
Find flaky tests from CI logs — aggregates pass rates, spots intermittent failures, recommends quarantine. After multiple runs.
Claude Code
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill test-flakiness --agent claude-code
Codex
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill test-flakiness -a codex -y
Cursor
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill test-flakiness -a cursor -y
Gemini CLI
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill test-flakiness -a gemini-cli -y
GitHub Copilot
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill test-flakiness -a github-copilot -y
OpenCode
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill test-flakiness -a opencode -y
Windsurf
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill test-flakiness -a windsurf -y
name: test-flakiness description: "Find flaky tests from CI logs — aggregates pass rates, spots intermittent failures, recommends quarantine. After multiple runs." argument-hint: "[ci-log-path | scan | registry]" user-invocable: true allowed-tools: Read, Glob, Grep, Write, Edit, Bash(ls -t *), Bash(bash "*/.claude/skills/test-flakiness/../../hooks/yaml-helper.sh" resolve_config *) model: sonnet
!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation`
**Automation mode**: Resolve `modes.automation` (`project.local.yaml` → `project.yaml` → default `collaborative`). Every `AskUserQuestion` call and every file write follows `.claude/docs/automation-modes.md` (collaborative asks always · guided major-only · autonomous logs and proceeds; `automation_always_ask` categories always prompt).
A flaky test is one that sometimes passes and sometimes fails without any code change. Flaky tests are worse than no tests in some ways — they train the team to ignore red CI runs, masking genuine failures. This skill identifies them, explains likely causes, and recommends whether to quarantine or fix each one.
**Output:** Updated `tests/regression-suite.md` quarantine section + optional `production/qa/flakiness-report-[date].md`
**When to run:**
---
**Modes:**
standard log output directories
section and provide remediation guidance for already-known flaky tests
`registry`
---
Check for test result artifacts:
ls -t .github/ 2>/dev/null ls -t test-results/ 2>/dev/null
For Godot projects: GdUnit4 outputs XML results compatible with JUnit format, under `reports/` (its default report folder, `res://reports/`). Check `reports/`, and any `test-results/` you saved runs into, for `.xml` files.
For Unity projects: game-ci test runner outputs NUnit XML to `test-results/` by default.
For Unreal projects: automation logs go to `Saved/Logs/`. Grep for `Result={Success}` and `Result={Fail}` — each test prints `Test Completed. Result={<status>}` (`docs/engine-reference/unreal/current-best-practices.md`, "Command Line").
If a path argument is provided, read that file directly.
If no logs found: > "No CI log data found. To detect flaky tests, this skill needs test result > history from multiple runs. Options: > 1. Run the test suite at least 3 times and collect the output logs > 2. Check CI pipeline output and save a log to `test-results/` > 3. Run `/test-flakiness registry` to review tests already flagged as flaky > in `tests/regression-suite.md`"
Stop and ask the user which option to pursue.
---
For each CI log or result file found, parse:
**JUnit XML format** (GdUnit4):
**NUnit XML format** (Unity — the file whose `<test-run>` element `/smoke-check` reads):
(`docs/engine-reference/unity/current-best-practices.md`, "Command Line"); only `Passed` and `Failed` enter the history
**Plain text logs**:
Build a table: `test_id → [run1_result, run2_result, run3_result, ...]`
---
A test is **flaky** if it appears in the result history with both PASS and FAIL outcomes across runs with no code changes between them.
Flakiness thresholds:
genuinely rare failure
**With fewer than 3 runs, every finding is *suspected*, whatever its fail rate.** One failure in two runs reads as 50%, but it is one data point: do not quarantine it, label it suspected, and ask whether more run data is available. The tiers above, and quarantine, apply from 3 runs up.
For each flaky test, classify the likely cause:
| Cause | Symptoms | Fix direction | |-------|----------|---------------| | **Timing / async** | Fails after awaiting signals or timers; pass rate correlates with system load | Add explicit await/synchronisation; avoid time-based delays | | **Order dependency** | Fails when run after specific other tests; passes in isolation | Add proper setup/teardown; ensure test isolation | | **Random seed** | Fails intermittently with no pattern; involves RNG | Pass explicit seed; don't use `randf()` in tests | | **Resource leak** | Fails more often later in a test run | Fix cleanup in teardown; check orphan nodes (Godot) or object disposal (Unity) | | **External state** | Fails when a file, scene, or global exists from a prior test | Isolate test from file system; use in-memory mocks | | **Floating point** | Fails on comparisons like `== 0.5` | Use epsilon comparison (`is_equal_approx`, `Assert.AreApproximately`) | | **Scene/prefab load race** | Fails when scenes are not yet ready | Await one frame afte
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