It can be hard to automate game testing when gaming apps are built on different UI frameworks. Game Loop tests allow you to integrate your native tests with Test Lab and easily run them on devices you select. This guide describes how to prepare a Game Loop test to run using Firebase Test Lab .
About Game Loop tests
What is a Game Loop test?
A Game Loop test simulates the actions of a real player to verify that your game performs well for your users in a fast and scalable way. A loop is a full or partial run-through of your test on your gaming app. You can run a Game Loop test locally on a simulator or on a set of devices in Test Lab . Game Loop tests can be used to:
- Run through your game as an end user would play it. You can either script the input of the user, let the user be idle, or replace the user with an AI (for example, if you implemented AI in a car racing game, you can put an AI driver in charge of the user’s input).
- Run your game at the highest quality setting to find out which devices can support it.
- Run a technical test, such as compiling multiple shaders, executing them, and checking that the output is as expected.
Step 1: Register Test Lab ’s custom URL scheme
-  In Xcode, select a project target. 
-  Click the Infotab, then add a new URL type. 
-  In the URL Schemesfield, enter firebase-game-loop. You can also register the custom URL scheme by adding it to your project’sInfo.plistconfiguration file anywhere within the<dict>tag:<key>CFBundleURLTypes</key> <array> <dict> <key>CFBundleURLName</key> <string></string> <key>CFBundleTypeRole</key> <string>Editor</string> <key>CFBundleURLSchemes</key> <array> <string>firebase-game-loop</string> </array> </dict> </array>
Your app is now configured to run a test using Test Lab .
Step 2: Optionally configure your app
Run multiple loops
If you plan to run multiple loops (aka scenarios) in your test, you must specify which loops you want to run in your app at launch time.
In your app delegate, override the application(_:open:options:) 
method:
Swift
  func 
  
 application 
 ( 
 _app 
 : 
  
 UIApplication 
 , 
  
 open 
  
 url 
 : 
  
 URL 
  
 options 
 : 
  
 [ 
 UIApplication 
 . 
 OpenURLOptionsKey 
  
 : 
  
 Any 
 ] 
  
 = 
  
 [:]) 
  
 - 
>  
 Bool 
  
 { 
  
 let 
  
 components 
  
 = 
  
 URLComponents 
 ( 
 url 
 : 
  
 url 
 , 
  
 resolvingAgainstBaseURL 
 : 
  
 true 
 ) 
 ! 
  
 if 
  
 components 
 . 
 scheme 
  
 == 
  
 "firebase-game-loop" 
  
 { 
  
 // ...Enter Game Loop Test logic to override application(_:open:options:). 
  
 } 
  
 return 
  
 true 
 } 
 
 
Objective-C
  - 
 ( 
 BOOL 
 ) 
 application: 
 ( 
 UIApplication 
  
 * 
 ) 
 app 
  
 openURL 
 :( 
 NSURL 
  
 * 
 ) 
 url 
  
 options 
 :( 
 NSDictionary 
  
& lt 
 ; 
 UIApplicationOpenURLOptionsKey 
 , 
  
 id> 
 ; 
  
 * 
 ) 
 options 
  
 { 
  
 if 
  
 ([ 
 url 
 . 
 scheme 
  
 isEqualToString 
 : 
 ( 
 @"firebase-game-loop" 
 )]) 
  
 { 
  
 // ...Enter Game Loop Test logic to override application(_:open:options:). 
  
 } 
 } 
 
 
When you run multiple loops in your test, the current loop is passed as a
parameter to the URL used to launch the app. You can also obtain the current
loop number by parsing the URLComponents 
object used to fetch the custom URL scheme:
Swift
  if 
  
 components 
 . 
 scheme 
  
 == 
  
 "firebase-game-loop" 
  
 { 
  
 // Iterate over all parameters and find the one with the key "scenario". 
  
 let 
  
 scenarioNum 
  
 = 
  
 Int 
 ( 
 components 
 . 
 queryItems 
 !. 
 first 
 ( 
 where 
 : 
  
 { 
  
 $0 
 . 
 name 
  
 == 
  
 "scenario" 
  
 }) 
 ! 
 . 
 value 
 !) 
 ! 
  
 // ...Write logic specific to the current loop (scenarioNum). 
 } 
 
 
Objective-C
  if 
  
 ([ 
 url 
 . 
 scheme 
  
 isEqualToString 
 : 
 ( 
 @"firebase-game-loop" 
 )]) 
  
 { 
  
 // Launch the app as part of a game loop. 
  
 NSURLComponents 
  
 * 
 components 
  
 = 
  
 [ 
 NSURLComponents 
  
 componentsWithURL 
 : 
 url 
  
 resolvingAgainstBaseURL 
 : 
 YES 
 ]; 
  
 for 
  
 ( 
 NSURLQueryItem 
  
 * 
 item 
  
 in 
  
 [ 
 components 
  
 queryItems 
 ]) 
  
 { 
  
 if 
  
 ([ 
 item 
 . 
 name 
  
 isEqualToString 
 : 
 @"scenario" 
 ]) 
  
 { 
  
 NSInteger 
  
 scenarioNum 
  
 = 
  
 [ 
 item 
 . 
 value 
  
 integerValue 
 ]; 
  
 // ...Write logic specific to the current loop (scenarioNum). 
  
 } 
  
 } 
 } 
 
 
End a test early
By default, a Game Loop test continues running until it reaches a timeout
of five minutes, even when all the loops have been executed. When the
timeout is reached, the test ends and cancels any pending loops. You can speed
up your test or end it early by calling Test Lab 
’s custom URL scheme firebase-game-loop-complete 
in your app’s AppDelegate. For example:
Swift
  /// End the loop by calling our custom url scheme. 
 func 
  
 finishLoop 
 () 
  
 { 
  
 let 
  
 url 
  
 = 
  
 URL 
 ( 
 string 
 : 
  
 "firebase-game-loop-complete://" 
 ) 
 ! 
  
 UIApplication 
 . 
 shared 
 . 
 open 
 ( 
 url 
 ) 
 } 
 
 
Objective-C
  - 
 ( 
 void 
 ) 
 finishLoop 
  
 { 
  
 UIApplication 
  
 * 
 app 
  
 = 
  
 [ 
 UIApplication 
  
 sharedApplication 
 ]; 
  
 [ 
 app 
  
 openURL 
 : 
 [ 
 NSURL 
  
 URLWithString 
 : 
 @"firebase-game-loop-complete://" 
 ] 
  
 options 
 : 
 @{} 
 completionHandler 
 : 
 ^ 
 ( 
 BOOL 
  
 success 
 ) 
  
 {}]; 
 } 
 
 
Your Game Loop test terminates the current loop and executes the next loop. When there are no more loops to run, the test ends.
Write custom test results
You can configure your Game Loop test to write custom test results to your
device’s file system. This way, when the test starts running, Test Lab 
stores the result files in a GameLoopsResults 
directory on your testing
device (which you must create yourself). When the test ends, Test Lab 
moves
all files from the GameLoopResults 
directory to your project's bucket. Keep
the following in mind when setting up your test:
-  All result files are uploaded regardless of file type, size, or quantity. 
-  Test Lab doesn’t process your test results until all the loops in your test have finished running, so if your test includes multiple loops that write output, make sure you append them to a unique result file or create a result file for each loop. This way, you can avoid overwriting results from a previous loop. 
To set up your test to write custom test results:
-  In your app's Documentsdirectory, create a directory namedGameLoopResults.
-  From anywhere in your app’s code (e.g., your app delegate), add the following: Swift/// Write to a results file. func writeResults () { let text = "Greetings from game loops!" let fileName = "results.txt" let fileManager = FileManager . default do { let docs = try fileManager . url ( for : . documentDirectory , in : . userDomainMask , appropriateFor : nil , create : true ) let resultsDir = docs . appendingPathComponent ( "GameLoopResults" ) try fileManager . createDirectory ( at : resultsDir , withIntermediateDirectories : true , attributes : nil ) let fileURL = resultsDir . appendingPathComponent ( fileName ) try text . write ( to : fileURL , atomically : false , encoding : . utf8 ) } catch { // ...Handle error writing to file. } }Objective-C/// Write to a results file. - ( void ) writeResults: ( NSString * ) message { // Locate and create the results directory (if it doesn't exist already). NSFileManager * manager = [ NSFileManager defaultManager ]; NSURL * url = [[ manager URLsForDirectory : NSDocumentDirectory inDomains : NSUserDomainMask ] lastObject ]; NSURL * resultsDir = [ url URLByAppendingPathComponent : @"GameLoopResults" isDirectory : YES ]; [ manager createDirectoryAtURL : resultsDir withIntermediateDirectories : NO attributes : nil error : nil ]; // Write the result message to a text file. NSURL * resultFile = [ resultsDir URLByAppendingPathComponent : @"result.txt" ]; if ([ manager fileExistsAtPath : [ resultFile path ]]) { // Append to the existing file NSFileHandle * handle = [ NSFileHandle fileHandleForWritingToURL : resultFile error : nil ]; [ handle seekToEndOfFile ]; [ handle writeData : [ message dataUsingEncoding : NSUTF8StringEncoding ]]; [ handle closeFile ]; } else { // Create and write to the file. [ message writeToURL : resultFile atomically : NO encoding : NSUTF8StringEncoding error : nil ]; } }
Step 3: Sign your app
-  Make sure that all artifacts in the app are signed. For example, you can do this through Xcode by specifying signing settings like provisioning profile and identity. For more information, see: Apple Codesigning 
Step 4: Package your app for uploading
Generate an IPA file for your app (you'll need to locate it later).
-  From the drop-down menu that appears, click Product > Archive . Select the most recent archive, then click Distribute App . 
-  In the window that appears, click Development > Next . 
-  Click Export , then enter a directory in which you want to download your app's IPA file. 
Step 5: Verify app signature
- Verify the app signature by unzipping the .ipa file and then running codesign --verify --deep --verbose /path/to/MyApp.appwhere "MyApp" is the name of the app inside the unzipped folder (varies for each project). Expected output isMyApp.app: valid on disk.
Step 6: Run your test locally
You can run your test locally to check its behavior before running it with Test Lab . To test locally, load your gaming app in a simulator and run:
xcrun simctl openurl SIMULATOR_UDID firebase-game-loop://
-  You can find your simulator's UDID by running the instruments -s devicescommand.
-  If there is only one simulator running, enter the special string "booted"in place of SIMULATOR_UDID .
If your test contains multiple loops, you can specify which loop you want to run
by passing the loop number to the scenario 
flag. Note that you can
only run one loop at a time when running your test locally. For example, if you
want to run loops 1, 2, and 5, you must run a separate command for each loop:
xcrun simctl openurl SIMULATOR_UDID firebase-game-loop://?scenario=1xcrun simctl openurl SIMULATOR_UDID firebase-game-loop://?scenario=2xcrun simctl openurl SIMULATOR_UDID firebase-game-loop://?scenario=5
Next steps
Run your test using the Firebase console or the gcloud CLI .

