Skip to main content
skill CX Codex

test-flakiness — Claude Code skill: what it does, how to install

Spots flaky tests from CI run logs, groups intermittent failures by cause, and updates quarantine lists in game projects.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add Donchitos/Claude-Code-Game-Studios --skill test-flakiness -a claude-code
Open on GitHub

What test-flakiness does

The skill parses test artifacts across multiple runs to detect cases that flip between pass and fail without code edits. It handles JUnit XML from Godot GdUnit4, NUnit XML from Unity game-ci, and plain text logs from Unreal Engine. Identified failures are saved to the quarantine section in tests/regression-suite.md or an optional report at production/qa/flakiness-report-[date].md.

It categorizes triggers into async timing, random seeds, resource leaks, or scene load races. Reliable signals need at least 3 runs. With fewer runs, any failure stays marked as suspected because two data points do not prove intermittent behavior. That makes it easier to quarantine broken tests before a team starts ignoring red builds.

What it helps with

  • find intermittent test failures in CI build logs
  • quarantine flaky tests in tests/regression-suite.md
  • diagnose causes such as async delays or memory leaks
  • skip problematic tests using game engine native flags

Example prompts for the agent

  • /test-flakiness scan
  • /test-flakiness registry
  • Inspect our CI test artifacts with /test-flakiness test-results/

How to install test-flakiness

1Skills CLI (Vercel)

npx skills add Donchitos/Claude-Code-Game-Studios --skill test-flakiness -a claude-code

2Manually: put the files in place

~/.claude/skills/test-flakiness/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/test-flakiness/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about test-flakiness

How to install test-flakiness in Claude Code?

Run npx skills add Donchitos/Claude-Code-Game-Studios --skill test-flakiness -a claude-code. The skill will be added to your environment and ready for use.

What does test-flakiness do?

It scans test run logs to identify flaky tests that fail intermittently without code changes. The skill classifies probable root causes and updates your quarantine registry.

How many test runs are needed to detect flakiness?

You need at least 3 runs to get reliable results. With fewer than 3 runs, the skill marks any failure as suspected rather than placing it immediately into quarantine.

Source text

SKILL.md · MIT
---
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).

# Test Flakiness Detection

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:**
- Polish phase (tests have had many runs; statistical signal is reliable)
- When developers start dismissing CI failures as "probably flaky"
- After `/regression-suite` identifies quarantined tests that need diagnosis

---

## 1. Parse Arguments

**Modes:**
- `/test-flakiness [ci-log-path]` — analyse a specific CI run log file
- `/test-flakiness scan` — scan all available CI logs in `.github/` or
  standard log output directories
- `/test-flakiness registry` — read existing regression-suite.md quarantine
  section and provide remediation guidance for already-known flaky tests
- No argument — auto-detect: run `scan` if CI logs are accessible, else
  `registry`

---

## 2. Locate CI Log Data

### Option A — GitHub Actions (preferred)

Check for test result artifacts:
```bash
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").

### Option B — Local log files

If a path argument is provided, read that file directly.

### Option C — No log data available

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.

---

## 3. Parse Test Results

For each CI log or result file found, parse:

**JUnit XML format** (GdUnit4):
- Grep for `<testcase name=` to get test names
- Grep for `<failure` or `<error` to identify failures
- Parse `classname` and `name` attributes for full test identifiers

**NUnit XML format** (Unity — the file whose `<test-run>` element `/smoke-check`
reads):
- Each test is a `<test-case` element; its `fullname` attribute is the identifier
- Its `result` attribute is `Passed`, `Failed`, `Inconclusive` or `Skipped`
  (`docs/engine-reference/unity/current-best-practices.md`, "Command Line");
  only `Passed` and `Failed` enter the history

**Plain text logs**:
- Grep for pass/fail patterns:
  - Godot: `PASSED` / `FAILED` adjacent to test names
  - Unreal: `Result={Success}` / `Result={Fail}`
  - Unity: `Test passed` / `Test failed`

Build a table: `test_id → [run1_result, run2_result, run3_result, ...]`

---

## 4. Identify Flaky Tests

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:
- **High flakiness**: Fails in >25% of runs — quarantine immediately
- **Moderate flakiness**: Fails in 5–25% of runs — investigate and fix soon
- **Low/suspected flakiness**: Fails in 1–5% of runs — monitor; may be
  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 classification

| 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 after instantiation; use `await get_tree().process_frame` |

Use Grep to check the test file for timing calls, randf, global state access,
or equality comparisons on floats to narrow down the cause.

---

## 5. Recommend Action

For each flaky test:

**Quarantine (High flakiness):**
> "Quarantine this test immediately. Skip it with the engine's own mechanism,
> log it in the `tests/regression-suite.md` quarantine section, and fix the root
> cause before removing quarantine."

Skip mechanisms, by engine — name only the one for the project's engine:
- **Godot (gdUnit4), GDScript**: a skip parameter on the test function —
  `func test_x(_do_skip := true, _skip_reason := "flaky: [cause]")`. gdUnit4 reads
  the argument names `do_skip` and `skip_reason` (a leading `_` is allowed) in
  `addons/gdUnit4/src/core/GdUnitTestSuiteScanner.gd`, as of gdUnit4 6.2.2;
  confirm them there for the installed version.
- **Godot (gdUnit4), C#**: **NOT SOURCEABLE** — gdUnit4's C# test attributes are
  not in the `addons/gdUnit4/` source, and `docs/engine-reference/godot/` does not
  cover them. Log it in the quarantine section and ask the user how their C#
  tests are skipped; do not invent an attribute.
- **Unity (NUnit)**: `[Ignore("flaky: [cause]")]` — NUnit 3 requires the reason
- **Unreal**: **NOT SOURCEABLE** — `docs/engine-reference/unreal/` documents no way
  to skip an automation test. Log it in the quarantine section and ask the user
  how their CI excludes a test; do not invent a flag.

**Investigate and fix soon (Moderate):**
> "This test is intermittently unreliable. Root cause appears to be [cause].
> Suggested fix: [specific fix based on cause classification]. Do not quarantine
> yet — fix the test directly."

**Monitor (Low/suspected):**
> "This test shows suspected flakiness. Collect more run data before
> quarantining. Note it as 'suspected' in the regression suite."

---

## 6. Generate Reports

### In-conversation summary

```
## Flakiness Detection Results

**Runs analysed**: [N]
**Tests tracked**: [N]

### Flaky Tests Found

| Test | System | Fail Rate | Confidence | Likely Cause | Recommendation |
|------|--------|-----------|------------|--------------|----------------|
| [test_name] | [system] | [N]% | confirmed | Timing | Quarantine + fix async |
| [test_name] | [system] | [N]% | confirmed | Float comparison | Fix: use epsilon compare |
| [test_name] | [system] | [N]% | suspected (fewer than 3 runs) | Order dependency | Collect more runs before acting |

### Clean Tests (no flakiness detected)

[N] tests ran across [N] runs with consistent results — no flakiness detected.

### Data Limitations

[Note if fewer than 5 runs were available — fewer runs = less statistical confidence]
```

---

## 7. Update Regression Suite + Optional Report File

Ask: "May I update the quarantine section of `tests/regression-suite.md`
with the flaky tests found?"

If yes: use `Edit` to append entries to the Quarantined Tests table.
Never remove existing quarantine entries — only add new ones.

Ask (separately): "May I write a full flakiness report to
`production/qa/flakiness-report-[date].md`?"

The full report includes per-test analysis with cause details and
engine-specific fix snippets.

After writing:

- For each quarantined test: "Add the engine-specific skip annotation to
  disable this test in CI. Re-enable after the root cause is fixed."
- For fix-eligible tests: "The fix for [test] is straightforward —
  change the equality comparison on line [N] to use `is_equal_approx`."
- Summary: "Once all quarantine annotations are applied, CI should run green.
  Schedule fix work for the [N] quarantined tests before the release gate."

---

## Collaborative Protocol

- **Never delete test files** — quarantine means annotate + list, not remove
- **Statistical confidence matters** — with < 3 runs, flag findings as
  "suspected" not "confirmed"; ask if more run data is available
- **Fix is always the goal** — quarantine is temporary; surface the fix
  direction even when recommending quarantine
- **Ask before writing** — both the regression-suite update and the report
  file require explicit approval. On write: Verdict: **COMPLETE** — flakiness report written. On decline: Verdict: **BLOCKED** — user declined write.
- **Flakiness in CI is a team problem** — surface the list and recommended
  actions clearly; do not just silently quarantine without the team knowing

© Donchitos · MIT · Donchitos/Claude-Code-Game-Studios

Similar skills

Everything for Testing and QA →

From the same set72

test-setup This skill sets up test infrastructure and CI with a tests directory, an engine test runner, and a GitHub Actions workflow. Use it before implementation starts. CX Codex +1 411installs sprint-status Reads the sprint plan and story files, then reports what is done and what is left. Useful when you need a fast read on how the sprint is going. CX Codex +1 411installs test-evidence-review This skill reviews test quality and story evidence beyond file existence or passing results. Use it before QA hand-off or a milestone audit. CX Codex +1 410installs skill-improve Runs one skill through a test → fix → retest loop and keeps the edit only when the score drops. Useful when a skill exists but the static test still complains. CX Codex +1 410installs story-readiness Validates whether user story files are ready for development by checking acceptance criteria, dependencies, and ADR statuses before coding starts. CX Codex +1 410installs skill-test Checks skill and agent files for structural compliance and stated behavior. Useful when reviewing project skills before they are used. CX Codex +1 408installs test-helpers Generates a test helper library for your engine: assertion utilities, factory functions, mocks. Useful when the same setup block keeps getting copied between test files. CX Codex +1 405installs vertical-slice Builds a vertical slice before production starts: one complete start-to-resolution cycle, to see whether the game can actually ship on schedule. CX Codex +1 388installs

Project sponsors

Companies that keep this analytics open
Gold sponsor

Impressions, clicks and code copies — open statistics. We keep the numbers public for the same reason NeBlask itself is public. Become a sponsor