test: fix shared state, CI-vacuous tests and harness duplication (#2722)
Follow-up to #2721. It fixes how the remaining tests behave and changes no production code. ## CI - Both `dotnet test` steps pass `--filter "Category!=Manual"`. Before this, Manual-tagged tests ran on CI anyway. - The one surviving movement-throttle latency test is the only coverage of burst forgiveness over a full, wrapped history. It loses its Manual tag, so it runs on CI. ## Tests that passed on CI without testing anything - **Corpse and throwing tests.** They relied on tiledata for the weapon `Layer`, so on CI the equip silently failed and they asserted against empty lists. They now set `Layer` explicitly and assert the equip took effect. `TestThrown` also pins its own strength and range values, so a shard retuning SoulGlaive no longer breaks them. - **Healthbar poison rows.** Server.Tests registers no poisons, so every row tested `null`. They now use real poison levels. - **Account packet tests.** The mock accounts reported `Length` 0, so the character-list tests only ever encoded empty slots. They now encode the real characters. - **Pathing and AI tests that only mean something on real Trammel/Felucca terrain** are now guarded with `TileDataRequirement.SkipIfMissing()`: Britain desk and clutter scenes, house footprints (no MultiData on CI) and fingerprints. Tests that are valid on flat blank terrain stay unguarded. (A synthetic tiledata fixture to run these on CI is a planned follow-up.) - **Assertions that couldn't fail now check their claim.** Affected tests include the `DefaultWalker` cache use, cache on/off parity requiring a path, the recorder capability flags, the idle-pet gate, the monthly DST recurrence, the AdvancedSearch `Record.Exception` wrappers, `CanFitItem` with no branch-guarded assert, the Firewall callback, and `Import_NoMap`. The Geometry Parse asserts also now use the same input as their TryParse. ## Shared state Every test that changes process-wide state now restores it, even when an assert fails: - **The clock.** A new `TimerWheelScope` saves and restores `Core._tickCount`, `Core._now` and the timer wheel. `SimulatedClockScope` covers decay tests. - **StepCache settings and caches**, via `StepCacheStateScope`. - **Network state.** The ManualAllowlist, LoginAllowlist, firewall and BanChannel reporters are restored. Global packet handlers are now registered per test and removed afterwards, so they no longer stay registered for later tests. - **Data and config tables.** `ArchiveJournal` statics, `TileData.ItemTable`, `ObjectPropertyList.Enabled`, `Core.Expansion` and the localization table are restored. One `MobileStatusVersion` restore was resetting a different expansion than the one the test changed. - **Entities.** Tests with fixed serials now delete what they create. Fixed mobile serials moved to `World.NewMobile`, because deleting a hard-coded serial could unregister a live entity. - **Collection race.** `SpiralScanTests` no longer clears the spawn cache from a separate collection that could run in parallel with the cache-manager tests. - **Shared statics.** Classes reading shared static allowlists joined the sequential collection. ## Duplication New shared helpers replace copy-pasted harness code: - **Server.Tests:** `PacketAssert.Sends`, used by about 130 packet tests; `TestClientHarness`, `PersistencePipelineScope`, `NetTestHelpers`, `EntityCleanup` and one `TestMulti`. - **UOContent.Tests:** `TimerWheelScope`, which also holds one wraparound-safe `RunFor`/`RunUntil`; `AiTestStubs`, which merges six walker copies and five identical creature stubs; `MobileTestHarness`, `CommandTestHarness` and `TempDirectory`. Dead oracle packet classes are removed. ## Cost | Test | Before | After | |---|---|---| | `VirtualSerialTests` | 1.57s | 2ms (starts near the wrap via reflection instead of drawing ~17.9M serials) | | Event scheduler recurrence loop | 473ms | 1ms | | CrowdSec drain | 517ms | 16ms (event-driven instead of a fixed 500ms wait) | | AuthId tests | 248ms | 99ms (SHA2 except the two GameLogin tests) | | Container cap tests | 5,000 items | 3,449 / 3,277 (one past each protocol cap) | | Bulk removal | 100k children | 20k children | | OPL hash distribution | 60k builds | 10k builds | ## Shard-tuning decoupling - AI assertions read `ReacquireDelay` and `FollowMoveSpeed` instead of hard-coding production tuning. - The guard friendly-fire test uses an `AI_Mage` stub instead of WhiteWyrm. - Argon2 assertions pin the `argon2id` variant and `v=19` but read the cost parameters from the configured hasher. ## Tests | Run | Server.Tests | UOContent.Tests | |---|---|---| | With client files | 812 pass | 1,123 pass | | Without client files (CI simulation) | 800 pass, 12 skip | 1,021 pass, 102 skip | - The UOContent fixture reads `MODERNUO_TEST_DATA_DIR`; Server.Tests reads `MODERNUO_CLIENT_PATH`. - The 15 new UOContent skips are the map-dependent guards above. - Total run time with client files is about 5s, down from about 8s.
This commit is contained in:
parent
79f736aa83
commit
00134cac33
135 changed files with 3164 additions and 4020 deletions
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@ -33,6 +33,8 @@ public class CanFitItemTests
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Assert.False(map.CanFitItem(100, map.Height + 1, 0, 1));
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}
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// Plain walkable land in the real Felucca map. Without map files every cell is the default land
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// tile at Z 0 with no flags, which these tests treat the same way: a surface with nothing above it.
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private const int TestLandX = 1500;
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private const int TestLandY = 1600;
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@ -170,23 +172,19 @@ public class CanFitItemTests
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Item movableItem = null;
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try
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{
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// Create a movable surface item
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// Raised well clear of the land so the movable item's top is the only candidate surface there
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var itemZ = map.GetAverageZ(x, y) + 20;
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movableItem = new Item(ServerFixture.SurfaceTileId)
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{
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Movable = true
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};
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movableItem.MoveToWorld(new Point3D(x, y, 10), map);
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movableItem.MoveToWorld(new Point3D(x, y, itemZ), map);
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var itemTop = 10 + movableItem.ItemData.CalcHeight;
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// Try placing at item top - should fail unless there's land there too
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var avgZ = map.GetAverageZ(x, y);
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var itemTop = itemZ + movableItem.ItemData.CalcHeight;
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var result = map.CanFitItem(x, y, itemTop, 1);
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// If avgZ != itemTop, there's no other surface, so it should fail
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if (avgZ != itemTop)
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{
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var result = map.CanFitItem(x, y, itemTop, 1);
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Assert.False(result, "Movable item should not count as valid surface");
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}
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Assert.False(result, "Movable item should not count as valid surface");
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}
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finally
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{
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@ -248,16 +246,4 @@ public class CanFitItemTests
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multi.MoveToWorld(location, map);
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return multi;
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}
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private class TestMulti : BaseMulti
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{
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private readonly MultiComponentList _components;
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public TestMulti(MultiComponentList components) : base(0x1)
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{
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_components = components ?? MultiComponentList.Empty;
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}
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public override MultiComponentList Components => _components;
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}
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}
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@ -29,7 +29,8 @@ public class CanSpawnMobileTests
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Assert.False(map.CanSpawnMobile(100, map.Height + 1, -128, 127, false, false, out _));
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}
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// Use coordinates near Britain which should be walkable land in both test and real data
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// Plain walkable land near Britain in the real Felucca map. Without map files every cell is the
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// default land tile at Z 0 with no flags, which CanSpawnMobile treats the same way: walkable, not water.
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private const int TestLandX = 1500;
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private const int TestLandY = 1600;
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@ -37,10 +38,9 @@ public class CanSpawnMobileTests
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public void CanSpawnMobile_EmptyLocationWithLandReturnsTrue()
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{
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var map = Map.Felucca;
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map.GetAverageZ(TestLandX, TestLandY, out _, out var landZ, out _);
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// Test with full Z range to find land
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var result = map.CanSpawnMobile(TestLandX, TestLandY, -128, 127, false, false, out var spawnZ);
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var result = map.CanSpawnMobile(TestLandX, TestLandY, -128, 127, false, false, out _);
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// Should find a valid spawn point (land surface)
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Assert.True(result, $"Expected to find valid spawn point on land at ({TestLandX}, {TestLandY})");
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@ -53,7 +53,7 @@ public class CanSpawnMobileTests
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map.GetAverageZ(TestLandX, TestLandY, out _, out var avgZ, out _);
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// Use a Z range that excludes the land surface (50+ units above land)
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var result = map.CanSpawnMobile(TestLandX, TestLandY, avgZ + 50, avgZ + 100, false, false, out var spawnZ);
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var result = map.CanSpawnMobile(TestLandX, TestLandY, avgZ + 50, avgZ + 100, false, false, out _);
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Assert.False(result, $"Expected no spawn point above land at Z={avgZ}");
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}
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@ -63,7 +63,7 @@ public class CanSpawnMobileTests
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{
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var map = Map.Felucca;
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// cantWalk=true means the mob can only swim, so land shouldn't be valid
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var result = map.CanSpawnMobile(TestLandX, TestLandY, -128, 127, false, true, out var spawnZ);
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var result = map.CanSpawnMobile(TestLandX, TestLandY, -128, 127, false, true, out _);
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Assert.False(result, "cantWalk=true should not find land as valid surface");
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}
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@ -83,7 +83,7 @@ public class CanSpawnMobileTests
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blockingMobile.MoveToWorld(new Point3D(TestLandX, TestLandY, landZ), map);
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// The mobile should block spawning at its location and Z
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var result = map.CanSpawnMobile(TestLandX, TestLandY, landZ - 16, landZ + 16, false, false, out var spawnZ);
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var result = map.CanSpawnMobile(TestLandX, TestLandY, landZ - 16, landZ + 16, false, false, out _);
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// Land surface is blocked by mobile at the same Z
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Assert.False(result, "Mobile should block spawn at same location");
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@ -115,7 +115,7 @@ public class CanSpawnMobileTests
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gm.MoveToWorld(new Point3D(x, y, landZ), map);
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// Hidden GM should not block spawning
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var result = map.CanSpawnMobile(x, y, landZ - 16, landZ + 16, false, false, out var spawnZ);
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var result = map.CanSpawnMobile(x, y, landZ - 16, landZ + 16, false, false, out _);
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Assert.True(result, "Hidden GM should not block spawn");
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}
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@ -142,7 +142,7 @@ public class CanSpawnMobileTests
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blockingMobile.MoveToWorld(new Point3D(x, y, landZ + 50), map);
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// Land should still be valid (mobile above doesn't block ground level)
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var result = map.CanSpawnMobile(x, y, landZ - 16, landZ + 16, false, false, out var spawnZ);
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var result = map.CanSpawnMobile(x, y, landZ - 16, landZ + 16, false, false, out _);
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Assert.True(result, "Mobile at different Z should not block");
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}
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@ -11,13 +11,6 @@ namespace Server.Tests.Maps;
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[Collection("Sequential Server Tests")]
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public class CanSpawnMobileTileDataTests
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{
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private readonly ServerFixture _fixture;
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public CanSpawnMobileTileDataTests(ServerFixture fixture)
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{
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_fixture = fixture;
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}
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private void SkipIfNoTileData()
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{
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Skip.If(!ServerFixture.TileDataLoaded, "TileData not loaded - client files required");
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@ -96,7 +89,7 @@ public class CanSpawnMobileTileDataTests
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multi = CreateFloorWithCeilingMulti(map, new Point3D(x, y, 0), floorZ: 20, ceilingZ: 28);
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// The low ceiling should block spawning (need 16 units clearance for mobiles)
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var result = map.CanSpawnMobile(x, y, 15, 35, false, false, out var spawnZ);
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var result = map.CanSpawnMobile(x, y, 15, 35, false, false, out _);
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Assert.False(result);
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}
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@ -121,7 +114,7 @@ public class CanSpawnMobileTileDataTests
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// Create a multi with floor at Z=20 and ceiling at Z=50 (30 units clearance)
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multi = CreateFloorWithCeilingMulti(map, new Point3D(x, y, 0), floorZ: 20, ceilingZ: 50);
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var result = map.CanSpawnMobile(x, y, 15, 35, false, false, out var spawnZ);
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var result = map.CanSpawnMobile(x, y, 15, 35, false, false, out _);
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Assert.True(result);
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}
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@ -147,7 +140,7 @@ public class CanSpawnMobileTileDataTests
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multi = CreateFloorWithCeilingMulti(map, new Point3D(x, y, 0), floorZ: 20, ceilingZ: 100);
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// The blocker at Z=100 shouldn't affect spawning in range 15-35
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var result = map.CanSpawnMobile(x, y, 15, 35, false, false, out var spawnZ);
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var result = map.CanSpawnMobile(x, y, 15, 35, false, false, out _);
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Assert.True(result);
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}
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@ -173,7 +166,7 @@ public class CanSpawnMobileTileDataTests
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multi = CreateWaterMulti(map, new Point3D(x, y, 0), waterZ: 0);
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// canSwim=true should find the water surface
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var result = map.CanSpawnMobile(x, y, -10, 10, true, false, out var spawnZ);
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var result = map.CanSpawnMobile(x, y, -10, 10, true, false, out _);
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Assert.True(result);
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}
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@ -202,7 +195,7 @@ public class CanSpawnMobileTileDataTests
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};
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surfaceItem.MoveToWorld(new Point3D(x, y, 10), map);
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var result = map.CanSpawnMobile(x, y, 5, 30, false, false, out var spawnZ);
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var result = map.CanSpawnMobile(x, y, 5, 30, false, false, out _);
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// Should find either land at Z=0 or the item surface, whichever is lowest
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Assert.True(result);
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@ -274,16 +267,4 @@ public class CanSpawnMobileTileDataTests
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new MultiTileEntry(ServerFixture.WetTileId, 0, 0, (short)waterZ, TileFlag.Wet)
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]);
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}
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private class TestMulti : BaseMulti
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{
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private readonly MultiComponentList _components;
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public TestMulti(MultiComponentList components) : base(0x1)
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{
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_components = components ?? MultiComponentList.Empty;
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}
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public override MultiComponentList Components => _components;
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}
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}
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@ -313,7 +313,7 @@ public class MultiEnumeratorTests
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var map = Map.Felucca;
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// Components reach two tiles either side, so at x = 1024 the multi spans sectors 63 and 64
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var spanning = new SpanningMulti();
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var spanning = new TestMulti(SpanningComponents);
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try
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{
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spanning.MoveToWorld(new Point3D(1024, 1000, 0), map);
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@ -351,29 +351,11 @@ public class MultiEnumeratorTests
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}
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}
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// Test implementation of BaseMulti
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private class TestMulti : BaseMulti
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{
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public TestMulti() : base(0x1)
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{
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}
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}
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private class SpanningMulti : BaseMulti
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{
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// Entries after the first need non-zero flags or MultiComponentList drops them
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private static readonly MultiComponentList _components = new(
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[
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new MultiTileEntry(0x1, -2, 0, 0, TileFlag.Background),
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new MultiTileEntry(0x1, 2, 0, 0, TileFlag.Background)
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]
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);
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public SpanningMulti() : base(0x1)
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{
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}
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public override MultiComponentList Components => _components;
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}
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// Entries after the first need non-zero flags or MultiComponentList drops them
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private static readonly MultiComponentList SpanningComponents = new(
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[
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new MultiTileEntry(0x1, -2, 0, 0, TileFlag.Background),
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new MultiTileEntry(0x1, 2, 0, 0, TileFlag.Background)
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]
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);
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}
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@ -13,21 +13,17 @@ public class StaticTileEnumeratorTests
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var map = Map.Felucca;
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var location = new Point2D(200, 200);
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// Real map files may have statics here; without them there are none. Either way the multi adds nothing.
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var mapStatics = CollectTiles(map, location, includeStatics: true, includeMultis: false);
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TestMulti multi = null;
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try
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{
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// Create a multi at the location
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multi = CreateMultiWithComponents(map, new Point3D(200, 200, 0));
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// Get tiles with statics only (no multis)
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var tiles = new List<StaticTile>();
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foreach (var tile in new Map.StaticTileEnumerable(map, location, includeStatics: true, includeMultis: false))
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{
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tiles.Add(tile);
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}
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var tiles = CollectTiles(map, location, includeStatics: true, includeMultis: false);
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// Should not include multi tiles
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Assert.Empty(tiles);
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Assert.Equal(mapStatics, tiles);
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}
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finally
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{
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@ -69,21 +65,20 @@ public class StaticTileEnumeratorTests
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var map = Map.Felucca;
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var location = new Point2D(400, 400);
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var mapStatics = CollectTiles(map, location, includeStatics: true, includeMultis: false);
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TestMulti multi = null;
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try
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{
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// Create a multi at the location
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multi = CreateMultiWithComponents(map, new Point3D(400, 400, 0));
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// Get all tiles (statics and multis)
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var tiles = new List<StaticTile>();
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foreach (var tile in new Map.StaticTileEnumerable(map, location, includeStatics: true, includeMultis: true))
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{
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tiles.Add(tile);
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}
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var multiTiles = CollectTiles(map, location, includeStatics: false, includeMultis: true);
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var tiles = CollectTiles(map, location, includeStatics: true, includeMultis: true);
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// Should include multi tiles (statics would be empty without map files)
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Assert.NotEmpty(tiles);
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Assert.NotEmpty(multiTiles);
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Assert.Equal(mapStatics.Count + multiTiles.Count, tiles.Count);
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Assert.All(mapStatics, tile => Assert.Contains(tile, tiles));
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Assert.All(multiTiles, tile => Assert.Contains(tile, tiles));
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}
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finally
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{
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@ -257,10 +252,10 @@ public class StaticTileEnumeratorTests
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{
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// Outer's bounds cover the probe cell but it has no tile there; placing it first puts it
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// ahead of inner in the sector's multi list
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outer = new TestMulti(World.NewItem, GappedComponents);
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outer = new TestMulti(GappedComponents);
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outer.MoveToWorld(new Point3D(1100, 1100, 0), map);
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inner = new TestMulti(World.NewItem, SingleTileComponents);
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inner = new TestMulti(SingleTileComponents);
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inner.MoveToWorld(new Point3D(location.X, location.Y, 20), map);
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var tiles = new List<StaticTile>();
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@ -294,28 +289,28 @@ public class StaticTileEnumeratorTests
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]
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);
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private static readonly MultiComponentList DefaultComponents = new(
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[
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new MultiTileEntry(0x1, 0, 0, 0, 0x0),
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new MultiTileEntry(0x2, 1, 0, 0, 0x0)
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]
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);
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private static List<StaticTile> CollectTiles(Map map, Point2D location, bool includeStatics, bool includeMultis)
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{
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var tiles = new List<StaticTile>();
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foreach (var tile in new Map.StaticTileEnumerable(map, location, includeStatics, includeMultis))
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{
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tiles.Add(tile);
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}
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return tiles;
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}
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private static TestMulti CreateMultiWithComponents(Map map, Point3D location)
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{
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var multi = new TestMulti(World.NewItem);
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var multi = new TestMulti(DefaultComponents);
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multi.MoveToWorld(location, map);
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return multi;
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}
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private class TestMulti : BaseMulti
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{
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private readonly MultiComponentList _components;
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public TestMulti(Serial serial, MultiComponentList components = null) : base(serial) =>
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_components = components ?? DefaultComponents;
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public override MultiComponentList Components => _components;
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private static readonly MultiComponentList DefaultComponents = new(
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[
|
||||
new MultiTileEntry(0x1, 0, 0, 0, 0x0),
|
||||
new MultiTileEntry(0x2, 1, 0, 0, 0x0)
|
||||
]
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue