test-xcode

安装量: 253
排名: #8030

安装

npx skills add https://github.com/everyinc/compound-engineering-plugin --skill test-xcode

Xcode Test Skill Build, install, and test iOS apps on the simulator using XcodeBuildMCP. Captures screenshots, logs, and verifies app behavior. Prerequisites Xcode installed with command-line tools XcodeBuildMCP MCP server connected Valid Xcode project or workspace At least one iOS Simulator available Workflow 0. Verify XcodeBuildMCP is Available Check that the XcodeBuildMCP MCP server is connected by calling its list_simulators tool. MCP tool names vary by platform: Claude Code: mcp__xcodebuildmcp__list_simulators Other platforms: use the equivalent MCP tool call for the XcodeBuildMCP server's list_simulators method If the tool is not found or errors, inform the user they need to add the XcodeBuildMCP MCP server: XcodeBuildMCP not installed Install via Homebrew: brew tap getsentry/xcodebuildmcp && brew install xcodebuildmcp Or via npx (no global install needed): npx -y xcodebuildmcp@latest mcp Then add "XcodeBuildMCP" as an MCP server in your agent configuration and restart your agent. Do NOT proceed until XcodeBuildMCP is confirmed working. 1. Discover Project and Scheme Call XcodeBuildMCP's discover_projs tool to find available projects, then list_schemes with the project path to get available schemes. If an argument was provided, use that scheme name. If "current", use the default/last-used scheme. 2. Boot Simulator Call list_simulators to find available simulators. Boot the preferred simulator (iPhone 15 Pro recommended) using boot_simulator with the simulator's UUID. Wait for the simulator to be ready before proceeding. 3. Build the App Call build_ios_sim_app with the project path and scheme name. On failure: Capture build errors Create a P1 todo for each build error Report to user with specific error details On success: Note the built app path for installation Proceed to step 4 4. Install and Launch Call install_app_on_simulator with the built app path and simulator UUID Call launch_app_on_simulator with the bundle ID and simulator UUID Call capture_sim_logs with the simulator UUID and bundle ID to start log capture 5. Test Key Screens For each key screen in the app: Take screenshot: Call take_screenshot with the simulator UUID and a descriptive filename (e.g., screen-home.png ). Review screenshot for: UI elements rendered correctly No error messages visible Expected content displayed Layout looks correct Check logs for errors: Call get_sim_logs with the simulator UUID. Look for: Crashes Exceptions Error-level log messages Failed network requests Known automation limitation — SwiftUI Text links: Simulated taps (via XcodeBuildMCP or any simulator automation tool) do not trigger gesture recognizers on SwiftUI Text views with inline AttributedString links. Taps report success but have no effect. This is a platform limitation — inline links are not exposed as separate elements in the accessibility tree. When a tap on a Text link has no visible effect, prompt the user to tap manually in the simulator. If the target URL is known, xcrun simctl openurl can open it directly as a fallback. 6. Human Verification (When Required) Pause for human input when testing touches flows that require device interaction. Flow Type What to Ask Sign in with Apple "Please complete Sign in with Apple on the simulator" Push notifications "Send a test push and confirm it appears" In-app purchases "Complete a sandbox purchase" Camera/Photos "Grant permissions and verify camera works" Location "Allow location access and verify map updates" SwiftUI Text links "Please tap on [element description] manually — automated taps cannot trigger inline text links" Ask the user (using the platform's question tool — e.g., AskUserQuestion in Claude Code, request_user_input in Codex, ask_user in Gemini — or present numbered options and wait): Human Verification Needed This test requires [flow type]. Please: 1. [Action to take on simulator] 2. [What to verify] Did it work correctly? 1. Yes - continue testing 2. No - describe the issue 7. Handle Failures When a test fails: Document the failure: Take screenshot of error state Capture console logs Note reproduction steps Ask the user how to proceed: Test Failed: [screen/feature] Issue: [description] Logs: [relevant error messages] How to proceed? 1. Fix now - I'll help debug and fix 2. Create todo - Add a todo for later (using the todo-create skill) 3. Skip - Continue testing other screens If "Fix now": investigate, propose a fix, rebuild and retest If "Create todo": load the todo-create skill and create a todo with priority p1 and description xcode-{description} , continue If "Skip": log as skipped, continue 8. Test Summary After all tests complete, present a summary:

Xcode Test Results ** Project: ** [project name] ** Scheme: ** [scheme name] ** Simulator: ** [simulator name]

Build: Success / Failed

Screens Tested: [count] | Screen | Status | Notes | |


|

|

| | Launch | Pass | | | Home | Pass | | | Settings | Fail | Crash on tap | | Profile | Skip | Requires login |

Console Errors: [count]

[List any errors found]

Human Verifications: [count]

Sign in with Apple: Confirmed

Push notifications: Confirmed

Failures: [count]

Settings screen - crash on navigation

Created Todos: [count]

006-pending-p1-xcode-settings-crash.md

Result: [PASS / FAIL / PARTIAL] 9. Cleanup After testing: Call stop_log_capture with the simulator UUID Optionally call shutdown_simulator with the simulator UUID Quick Usage Examples

Test with default scheme

/test-xcode

Test specific scheme

/test-xcode MyApp-Debug

Test after making changes

/test-xcode current Integration with ce:review When reviewing PRs that touch iOS code, the ce:review workflow can spawn an agent to run this skill, build on the simulator, test key screens, and check for crashes.

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