diff --git a/AGENTS.md b/AGENTS.md index 6aabafb311..91cd398db5 100644 --- a/AGENTS.md +++ b/AGENTS.md @@ -133,6 +133,14 @@ differently from what you asked for, or one that never reached the code, produce a clean one, so assert the exit code and a positive "we got here" counter before believing any error count. The traps in full: [docs/debugging.md](docs/debugging.md). +Keep game runs short and fast, so nobody has to watch them: always pass `--timeout-wall=30` (alongside any +`--timeout-emulated`) unless there's a real reason for longer, use `--graphics=vulkan` rather than +`--graphics=software` (if Vulkan doesn't work in headless, fix that), prefer a Release build, and leave out +debug-level `--log` unless you need it. Each of those can cost an order of magnitude: Outrun loading a state +took minutes with a Debug build, software rendering and a 300MB log, and about a second without them. To +check that a game renders, `--screenshot-save=FILE.png` beats grepping the log. (pspautotests through +`test.py` are different: they have their own per-test timeouts and use `--graphics=software` like CI.) + New unit tests are added to `availableTests`; large ones go in their own file in `unittest/`, which has to be listed in **three** build files, not two: `CMakeLists.txt`, `unittest/UnitTests.vcxproj` (and its `.filters`), and `android/jni/Android.mk`, which builds a unit test executable of its own. Miss the last