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:
Kamron Batman 2026-10-18 20:11:33 -07:00 • committed by GitHub
parent 79f736aa83
commit 00134cac33
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135 changed files with 3164 additions and 4020 deletions

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@ -1,3 +1,4 @@
using System;
using Server.Engines.Pathing.Cache;
using Server.Mobiles;
using Server.PathAlgorithms;
@ -14,15 +15,18 @@ namespace Server.Tests.Pathfinding;
/// to "no path found" on reachable goals.
/// </summary>
[Collection("Sequential Pathfinding Tests")]
public class BitmapAStarAlgorithmTests
public class BitmapAStarAlgorithmTests : IDisposable
{
private readonly ITestOutputHelper _output;
private readonly StepCacheStateScope _cacheState = new();
public BitmapAStarAlgorithmTests(ITestOutputHelper output)
{
_output = output;
}
public void Dispose() => _cacheState.Dispose();
[Theory]
// Pinned cell (1500, 1600, z=10): mask=0xC1 → N, W, NW walkable.
// Use start.Z for goal.Z so destNode lands in the same Z plane the algorithm reaches
@ -33,22 +37,27 @@ public class BitmapAStarAlgorithmTests
public void DefaultWalker_FindsPath_ViaCacheFastPath(int sx, int sy, int gx, int gy)
{
StepCache.Instance.Clear();
StepCache.Instance.MissPromotionThreshold = 1;
var map = Map.Maps[1];
Assert.NotNull(map);
var stub = new DefaultWalkerStub();
var stub = new WalkerStub();
map.GetAverageZ(sx, sy, out _, out var startZ, out _);
var start = new Point3D(sx, sy, (sbyte)startZ);
var goal = new Point3D(gx, gy, (sbyte)startZ);
stub.MoveToWorld(start, map);
var statsBefore = StepCache.Instance.GetStats();
var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
var statsAfter = StepCache.Instance.GetStats();
stub.Delete();
Assert.NotNull(result);
Assert.NotEmpty(result);
Assert.True(statsAfter.BuildsTotal > statsBefore.BuildsTotal,
"a default walker should expand through the cache, not the slow path");
_output.WriteLine($"default-walker ({sx},{sy})->({gx},{gy}): {result.Length} steps");
}
@ -62,7 +71,7 @@ public class BitmapAStarAlgorithmTests
var map = Map.Maps[1];
Assert.NotNull(map);
var stub = new SwimmingStub(World.NewMobile);
var stub = new BareCreatureStub(World.NewMobile);
stub.DefaultMobileInit();
stub.CanSwim = true; // overlay route — cache + (walkMask | wetMask&canSwim)
map.GetAverageZ(sx, sy, out _, out var startZ, out _);
@ -104,13 +113,13 @@ public class BitmapAStarAlgorithmTests
var start = new Point3D(sx, sy, (sbyte)startZ);
var goal = new Point3D(gx, gy, (sbyte)startZ);
var walker = new DefaultWalkerStub();
var walker = new WalkerStub();
walker.MoveToWorld(start, map);
// Living blocker on the only direct-line cell. CanMoveOver returns false for an
// alive non-staff mobile, so the dynamic-obstacle pass must reject this cell.
map.GetAverageZ(blockX, blockY, out _, out var blockZ, out _);
var blocker = new DefaultWalkerStub();
var blocker = new WalkerStub();
blocker.MoveToWorld(new Point3D(blockX, blockY, (sbyte)blockZ), map);
var result = BitmapAStarAlgorithm.Instance.Find(walker, map, start, goal);
@ -146,24 +155,14 @@ public class BitmapAStarAlgorithmTests
var blockX = 1499;
var blockY = 1599;
// Find any ItemID whose TileData has ImpassableSurface so the dynamic pass
// rejects the cell. Pinning to a specific ID would couple the test to UO art data.
ushort blockerItemId = 0;
for (ushort id = 1; id < TileData.MaxItemValue; id++)
{
if (TileData.ItemTable[id].ImpassableSurface)
{
blockerItemId = id;
break;
}
}
var blockerItemId = TestTiles.FirstImpassableItemId();
Assert.NotEqual<ushort>(0, blockerItemId);
map.GetAverageZ(sx, sy, out _, out var startZ, out _);
var start = new Point3D(sx, sy, (sbyte)startZ);
var goal = new Point3D(gx, gy, (sbyte)startZ);
var walker = new DefaultWalkerStub();
var walker = new WalkerStub();
walker.MoveToWorld(start, map);
map.GetAverageZ(blockX, blockY, out _, out var blockZ, out _);
@ -197,28 +196,20 @@ public class BitmapAStarAlgorithmTests
var map = Map.Maps[1];
Assert.NotNull(map);
var stub = new DefaultWalkerStub();
var stub = new WalkerStub();
map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
var start = new Point3D(1500, 1600, (sbyte)startZ);
var goal = new Point3D(1498, 1598, (sbyte)startZ);
stub.MoveToWorld(start, map);
var statsBefore = StepCache.Instance.GetStats();
var prevFlag = ContentFeatureFlags.BitmapPathfindingCache;
try
{
ContentFeatureFlags.BitmapPathfindingCache = false;
var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
Assert.NotNull(result);
Assert.NotEmpty(result);
}
finally
{
ContentFeatureFlags.BitmapPathfindingCache = prevFlag;
}
ContentFeatureFlags.BitmapPathfindingCache = false;
var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
var statsAfter = StepCache.Instance.GetStats();
stub.Delete();
Assert.NotNull(result);
Assert.NotEmpty(result);
Assert.Equal(statsBefore.BuildsTotal, statsAfter.BuildsTotal);
}
@ -346,7 +337,7 @@ public class BitmapAStarAlgorithmTests
StepCache.Instance.MissPromotionThreshold = 2;
var map = Map.Maps[1];
var stub = new DefaultWalkerStub();
var stub = new WalkerStub();
map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
var start = new Point3D(1500, 1600, (sbyte)startZ);
var goal = new Point3D(1498, 1598, (sbyte)startZ);
@ -376,7 +367,7 @@ public class BitmapAStarAlgorithmTests
StepCache.Instance.MissPromotionWindowMs = 30_000;
var map = Map.Maps[1];
var stub = new DefaultWalkerStub();
var stub = new WalkerStub();
map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
var start = new Point3D(1500, 1600, (sbyte)startZ);
var goal = new Point3D(1498, 1598, (sbyte)startZ);
@ -401,18 +392,6 @@ public class BitmapAStarAlgorithmTests
);
}
/// <summary>
/// Plain Mobile — RequiresSlowPath returns false, the bitmap algorithm uses the cache
/// fast path on every expansion.
/// </summary>
private sealed class DefaultWalkerStub : Mobile
{
public DefaultWalkerStub()
{
Body = 0xC9;
}
}
/// <summary>
/// Mobile with Player=true and default AccessLevel (Player). Triggers the strict
/// AND-rule for diagonal corner-cut while still using the cache.
@ -426,20 +405,6 @@ public class BitmapAStarAlgorithmTests
}
}
/// <summary>
/// BaseCreature with CanSwim=true — uses the cache via capability overlay (walk OR
/// (wet AND canSwim)). Use the Serial constructor (deserialization path) to bypass
/// NPCSpeeds init, which requires the npc-speeds.json table loaded — not available
/// in tests.
/// </summary>
private sealed class SwimmingStub : BaseCreature
{
public SwimmingStub(Serial serial) : base(serial)
{
Body = 0xC9;
}
}
/// <summary>
/// BaseCreature with CanFly=true — RequiresSlowPath returns true (Z-jumping is beyond
/// the cache's static-only scope), so GetSuccessors short-circuits to the slow path.