fix(tests): single shared bootstrap; idempotent SerializationThreadWorker.Exit (#2473)
## Problem Running the full `UOContent.Tests` suite, the test host **hangs ~2.5 minutes at shutdown and then crashes** (`Test host process crashed` / run aborted). The tests themselves are fine — they complete in ~1s — but the process can't exit. Captured via `--blame-hang` dump. The blocking thread: ``` System.Threading.WaitHandle.WaitOne() Server.SerializationThreadWorker.Sleep() SerializationThreadWorker.cs:54 (_stopEvent.WaitOne()) Server.SerializationThreadWorker.Exit() SerializationThreadWorker.cs:61 Server.World.ExitSerializationThreads() World.cs:429 Server.Tests.UOContentFixture..ctor() ``` ### Root cause Both collection fixtures (`UOContentFixture` and `PathfindingTestFixture`) each run the **full process-global ModernUO bootstrap**. `World.Load()` is guarded to run once per process, so the **second** fixture's `World.Load()` is a no-op and does **not** respawn the serialization workers — but `World.ExitSerializationThreads()` is **not** guarded, so the second fixture calls `Exit()` on workers whose threads have already terminated. `Exit()` → `Sleep()` → `_stopEvent.WaitOne()` then blocks forever (a dead thread never sets the event). The first collection's tests run; the second collection's fixture deadlocks in its constructor; the host eventually gets killed. This is why single-collection (filtered) runs were fine — only one fixture ever bootstraps — but the full suite hangs. It's not a parallelization race: even strictly sequential, the second fixture deadlocks. ## Fix **(a) Engine — idempotent `SerializationThreadWorker.Exit()`** A second `Exit()` is now a safe no-op instead of a permanent block. Only the owning (main) thread calls `Exit()`, so no synchronization is needed, and the single-call production shutdown path is unchanged. **(b) Tests — one shared bootstrap, strictly sequential collections** - New `TestServerBootstrap.EnsureInitialized()` runs the superset global init **exactly once per process** (lock + once-flag). - `UOContentFixture` / `PathfindingTestFixture` slim down to delegate to it and no longer tear down global state (which the single-bootstrap model owns for the host's lifetime). - `[assembly: CollectionBehavior(DisableTestParallelization = true)]` so collections never overlap. ## Result | | Before | After | |---|---|---| | Tests run (full suite) | 258 (UOContent collection deadlocked) | **418** | | Outcome | 2.5-min hang → host crash | **418 passed, clean exit** | | Wall time | killed | **~7s** |
This commit is contained in:
parent
1c1fd4d930
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412a71dfe0
6 changed files with 139 additions and 153 deletions
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@ -1,92 +1,12 @@
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using System;
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using System.IO;
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using System.Reflection;
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using Server.Items;
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using Server.Misc;
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using Server.Movement;
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using Server.Tests.Maps;
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using Xunit;
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namespace Server.Tests.Pathfinding;
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[CollectionDefinition("Sequential Pathfinding Tests", DisableParallelization = true)]
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public class PathfindingTestFixture : ICollectionFixture<PathfindingTestFixture>, IDisposable
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public class PathfindingTestFixture : ICollectionFixture<PathfindingTestFixture>
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{
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public PathfindingTestFixture()
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{
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Core.ApplicationAssembly = Assembly.GetExecutingAssembly();
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Core.LoopContext = new EventLoopContext();
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Core.Expansion = Expansion.EJ;
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ServerConfiguration.Load(true);
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ServerConfiguration.AssemblyDirectories.Add(Core.BaseDirectory);
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var clientFiles = Environment.GetEnvironmentVariable("MODERNUO_TEST_DATA_DIR")
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?? @"C:\Ultima Online Classic";
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ServerConfiguration.DataDirectories.Add(clientFiles);
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AssemblyHandler.LoadAssemblies(["Server.dll", "UOContent.dll"]);
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SkillsInfo.Configure();
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Server.Network.NetState.Configure();
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TestMapDefinitions.ConfigureTestMapDefinitions();
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World.Configure();
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Timer.Init(0);
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RaceDefinitions.Configure();
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MovementImpl.Configure();
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PathFollower.Configure();
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World.Load();
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World.ExitSerializationThreads();
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DecayScheduler.Configure();
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// TileData's static cctor short-circuits when running under xUnit
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// (see Server/TileData.cs:295). Force-load via reflection so LandTable/ItemTable
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// flags are populated; without this, every tile reads as flag=None and
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// MovementImpl.CheckMovement treats everything as walkable.
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ForceLoadTileData();
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VerifyTrammelTileDataLoaded();
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}
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private static void ForceLoadTileData()
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{
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var loadMethod = typeof(TileData).GetMethod(
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"Load",
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BindingFlags.Static | BindingFlags.NonPublic
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);
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if (loadMethod == null)
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{
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throw new InvalidOperationException(
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"TileData.Load not found via reflection — engine may have refactored."
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);
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}
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loadMethod.Invoke(null, null);
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}
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private static void VerifyTrammelTileDataLoaded()
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{
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var trammel = Map.Maps[1];
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if (trammel == null)
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{
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throw new InvalidOperationException(
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"Trammel (mapId=1) was not registered. Check TestMapDefinitions."
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);
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}
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var tile = trammel.Tiles.GetLandTile(1500, 1600);
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if (tile.ID == 0)
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{
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throw new InvalidOperationException(
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$"Trammel tile data did not load — GetLandTile(1500,1600) returned ID 0. " +
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$"Verify Distribution/Data/map1*.mul (or map1LegacyMUL.uop) is present at " +
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$"{Path.Combine(Core.BaseDirectory, "Data")}."
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);
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}
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}
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public void Dispose()
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{
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Timer.Init(0);
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}
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// Shares the single process-wide bootstrap (TestServerInitializer, in the parent
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// Server.Tests namespace). The superset bootstrap already loads the UO client tile data
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// and configures movement/pathfinding, so this collection needs no extra setup.
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public PathfindingTestFixture() => TestServerInitializer.Initialize();
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}
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115
Projects/UOContent.Tests/Fixtures/TestServerInitializer.cs
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115
Projects/UOContent.Tests/Fixtures/TestServerInitializer.cs
Normal file
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@ -0,0 +1,115 @@
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using System;
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using System.IO;
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using System.Reflection;
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using System.Threading;
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using Server.Items;
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using Server.Misc;
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using Server.Movement;
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using Server.Tests.Maps;
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namespace Server.Tests;
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/// <summary>
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/// Single, process-wide ModernUO bootstrap for the UOContent test host. Mirrors Server.Tests'
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/// TestServerInitializer in name and shape; kept as a separate (non-shared) copy because this
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/// one loads the UOContent assembly and configures the UOContent-specific systems. Both types
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/// are <c>internal</c> so the shared name stays scoped to each assembly.
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///
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/// ModernUO bootstraps its global singletons (Core, ServerConfiguration, AssemblyHandler,
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/// NetState/io-ring, World, Timer, the serialization workers, and TileData) exactly once per
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/// process. <see cref="World.Load"/> is guarded to run once, and
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/// <see cref="World.ExitSerializationThreads"/> must run once against the live workers. Each
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/// xUnit collection gets its own fixture instance, so this guard makes the bootstrap run a
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/// single time regardless of how many collection fixtures are constructed. The two stateful
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/// collections use <c>[CollectionDefinition(DisableParallelization = true)]</c> so they never
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/// overlap; pure tests still run in parallel.
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/// </summary>
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internal static class TestServerInitializer
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{
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private static bool _initialized;
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private static readonly Lock _lock = new();
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public static void Initialize()
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{
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lock (_lock)
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{
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if (_initialized)
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{
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return;
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}
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Core.ApplicationAssembly = Assembly.GetExecutingAssembly();
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Core.LoopContext = new EventLoopContext();
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Core.Expansion = Expansion.EJ;
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ServerConfiguration.Load(true);
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ServerConfiguration.AssemblyDirectories.Add(Core.BaseDirectory);
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// Required for the pathfinding tests (real .mul tile data). Harmless for the rest.
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var clientFiles = Environment.GetEnvironmentVariable("MODERNUO_TEST_DATA_DIR")
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?? @"C:\Ultima Online Classic";
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ServerConfiguration.DataDirectories.Add(clientFiles);
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AssemblyHandler.LoadAssemblies(["Server.dll", "UOContent.dll"]);
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SkillsInfo.Configure();
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Server.Network.NetState.Configure();
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TestMapDefinitions.ConfigureTestMapDefinitions();
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World.Configure();
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Timer.Init(0);
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RaceDefinitions.Configure();
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MovementImpl.Configure();
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PathFollower.Configure();
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World.Load();
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World.ExitSerializationThreads();
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DecayScheduler.Configure();
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// TileData's static cctor short-circuits when running under xUnit
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// (see Server/TileData.cs:295). Force-load via reflection so LandTable/ItemTable
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// flags are populated; without this, every tile reads as flag=None and
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// MovementImpl.CheckMovement treats everything as walkable.
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ForceLoadTileData();
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VerifyTrammelTileDataLoaded();
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_initialized = true;
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}
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}
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private static void ForceLoadTileData()
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{
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var loadMethod = typeof(TileData).GetMethod(
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"Load",
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BindingFlags.Static | BindingFlags.NonPublic
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);
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if (loadMethod == null)
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{
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throw new InvalidOperationException(
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"TileData.Load not found via reflection — engine may have refactored."
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);
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}
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loadMethod.Invoke(null, null);
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}
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private static void VerifyTrammelTileDataLoaded()
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{
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var trammel = Map.Maps[1];
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if (trammel == null)
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{
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throw new InvalidOperationException(
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"Trammel (mapId=1) was not registered. Check TestMapDefinitions."
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);
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}
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var tile = trammel.Tiles.GetLandTile(1500, 1600);
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if (tile.ID == 0)
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{
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throw new InvalidOperationException(
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$"Trammel tile data did not load — GetLandTile(1500,1600) returned ID 0. " +
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$"Verify Distribution/Data/map1*.mul (or map1LegacyMUL.uop) is present at " +
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$"{Path.Combine(Core.BaseDirectory, "Data")}."
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);
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}
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}
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}
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@ -1,63 +1,13 @@
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using System;
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using System.Reflection;
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using Server.Items;
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using Server.Misc;
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using Server.Tests.Maps;
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using Xunit;
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namespace Server.Tests;
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[CollectionDefinition("Sequential UOContent Tests", DisableParallelization = true)]
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public class UOContentFixture : ICollectionFixture<UOContentFixture>, IDisposable
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public class UOContentFixture : ICollectionFixture<UOContentFixture>
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{
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public UOContentFixture()
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{
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Core.ApplicationAssembly = Assembly.GetExecutingAssembly();
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Core.LoopContext = new EventLoopContext();
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Core.Expansion = Expansion.EJ;
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// Load Configurations
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ServerConfiguration.Load(true);
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// Load UOContent.dll into the type resolver
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ServerConfiguration.AssemblyDirectories.Add(Core.BaseDirectory);
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AssemblyHandler.LoadAssemblies(["Server.dll", "UOContent.dll"]);
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// Load Skills
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SkillsInfo.Configure();
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// Configure networking (initializes RingSocketManager for tests)
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Server.Network.NetState.Configure();
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// Configure / Initialize
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TestMapDefinitions.ConfigureTestMapDefinitions();
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// Configure the world
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World.Configure();
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Timer.Init(0);
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// Configure Races
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RaceDefinitions.Configure();
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// Load the world
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World.Load();
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World.ExitSerializationThreads();
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DecayScheduler.Configure();
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}
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private static int _counter;
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public void Dispose()
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{
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_counter++;
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if (_counter > 1)
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{
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throw new Exception("NO!");
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}
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Timer.Init(0);
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}
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// All process-global initialization lives in TestServerInitializer and runs exactly once,
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// shared across every collection fixture. Tearing down global state here is intentionally
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// omitted: the world/serialization workers are initialized once and reused for the whole
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// test host, so there is nothing per-collection to dispose.
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public UOContentFixture() => TestServerInitializer.Initialize();
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}
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