Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/andvolodko/html5-game-editorWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/rules/andvolodko/html5-game-editor/testing)<a href="https://agentmods.dev/rules/andvolodko/html5-game-editor/testing"><img src="https://agentmods.dev/badge/rules/andvolodko/html5-game-editor/testing/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/rules/andvolodko/html5-game-editor/testing"><img src="https://agentmods.dev/badge/rules/andvolodko/html5-game-editor/testing.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00000 | $0.00674 |
| Opus 5.5 | $0.00000 | $0.00270 |
| Sonnet 5.5 | $0.00000 | $0.00135 |
| Haiku 4.5 | $0.00000 | $0.00067 |
Grade A, and why
testing scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 40 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Testing
Stack: Vitest, colocated *.test.ts next to the unit under test. Prefer describe/it + expect. No snapshot tests unless the golden output is intentionally stable and reviewed (prefer explicit assertions).
Organization
- Name files
<module>.test.ts(e.g.commands.test.ts,project-root-guard.test.ts,router.assets.test.ts). - Unit-test pure domain in packages (
@game-editor/scene,assets,commands,editor-core) without Pixi/Three/React. - Integration-test filesystem/HTTP in
apps/project-serverusingmkdtemp+rmsandboxes and, when needed, an ephemeralcreateServer+fetch(seerouter.assets.test.ts). Never write into real game project folders undergames/from tests. - Keep UI React tests rare; put workflow/folder logic tests in
editor-core(asset-workflows.test.ts,asset-browser-model.test.ts).
What must be covered
When changing behavior, add or update tests for:
- Commands: execute + undo (+ redo when applicable); selection side effects (
CreateSpriteCommand,SetTransform2DCommand). - Dirty/save: undo back to saved snapshot → clean (
DocumentManager/Editortests). - Serialization:
JSONround-trip +parseSceneData/parseAssetDatabase; deterministic ordering where promised. - Schema: reject invalid shapes and invariant breaks (e.g. asset
type/metadata.kind). - Assets: import success, duplicate naming (
wild-1.png), mixed supported/unsupported batch, registry/service path — not only the texture helper in isolation. - Security:
ProjectRootGuardtraversal rejection; safe destination normalization; scene id allowlist failures when touched. - Coords: pure viewport math (
clientPointToWorld) without bootstrapping Pixi.
Style
- Assert observable outcomes (scene nodes, file contents, HTTP status/JSON, thrown
DomainErrorcodes), not private fields or call-order spies unless the interaction is the API (SceneRendererfakes for viewport sync are fine). - Use
vi.fnfor ports (SceneApiClient,AssetApiClient,SceneRenderer); do not mock the filesystem layer when testingProjectRootGuard/ import services — use real temp dirs. - Prefer small fixtures (
createEmptyScene,createTextureAssetRecord, tiny PNG buffers) over large copied project trees. - Do not add tests that only restate types. Do not skip failing security/path tests.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 1mo ago First seen · 40 lines · 0 tokens per session scan A 0dcb747313f0
testing is a cursor rule published in the GitHub repository andvolodko/html5-game-editor (12 stars, last pushed 12d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 674 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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angular-20
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dev-standard
Apache Superset development standards and guidelines for Cursor IDE.
prefer-direct-imports-over-module-mocks
Prefer extracting a testable core over vi.mock / vi.resetModules when unit tests need to reach production logic entangled with config, env, or singletons.
config-validation-and-normalization
Config validation and normalization responsibilities (defineConfig normalizes, the orm section schema validates and resolves paths, the loader reports per-section diagnostics).