test: run tile-dependent tests on synthetic terrain instead of client files (#2725)

## Summary

About 114 tests skipped on CI because they needed the official client files (`tiledata.mul`, map and multi files). They gave CI no signal, and locally they ran against whichever client a developer had installed. The test hosts now build their own world instead, so every test runs on CI and runs the same on every machine. CI simulation: Server.Tests 837 passed, UOContent.Tests 1131 passed, **0 skipped**.

- **Generated tile data.** The fixtures write a pre-HS `tiledata.mul` from a small invented tile kit (`Server.Tests/Terrain/TestTiles`) and load it through the real `TileData.Load()`. The test hosts no longer read any client directory (`MODERNUO_CLIENT_PATH`, `MODERNUO_TEST_DATA_DIR` and `C:\Ultima Online Classic` are gone from test code). The file is written to `SyntheticData` in each test project's output, overwritten every run and removed by `dotnet clean`.
- **Injected terrain.** `TestTerrain` stamps land and statics into Felucca and Trammel, which share one terrain. Writes after startup must go in a `TestTerrain.Scope()`, which puts back every block it touched and keeps the step cache fresh.
- **Prefab scenes.** Seven named scenes (town, causeway, sewer walkway, coastline, deep sea, map-edge sea, an upstairs room with an L-shaped counter) replace the Britain coordinates the pathing, AI and fishing tests relied on. Each scene-based test asserts its scene is present first, so a missing scene fails instead of passing on flat ground. Stamping all seven takes 3-5 ms.
- **Multi footprints.** Contrived footprints for the three multi IDs content looks up (0x74, 0x7A, 0x0) are seeded through a new internal `MultiData.SetComponents`.
- **Fingerprint.** `StepCacheFile.HashTileDataFile` is extracted so a test can show that a one-flag change to the file changes the fingerprint, while runtime table mutation does not.

### Engine changes

- `TileMatrix.GetLandBlock`/`GetStaticBlock`: on a map without its files, return the block injected with `SetLandBlock`/`SetStaticBlock`, or the default when nothing was injected. Maps with files take the same path as before.
- `MultiData.SetComponents` (internal): registers a footprint without multi files.

### Test changes worth a look

- Values that were properties of real Britain terrain (probes at Z 10, a pinned plain walk mask of 0xC1) are re-pinned to the synthetic plain (Z 0, 0xFF).
- No tests were deleted. The multi walkability and boat-deck tests assert movement behaviour over a footprint, not what a real multi looks like, so they run on the contrived footprints.
- Maps 0 and 1 keep file indexes 0 and 1, and every stamp writes both, rather than sharing one file index. On a map without files the getters never consult the shared-file cache, and its patch bits would hide one facet's injection from the other.

## Test plan

- [x] `dotnet test -p:SolutionDir=... --filter "Category!=Manual"` with the client env vars pointed at an empty directory: 837 + 1131 passed, 0 skipped, 0 failed
- [x] Mutation check: removing the step-cache clear from `TestTerrain` makes the stale-cache tests fail
- [x] CI green on all platforms
This commit is contained in:
Kamron Batman 2026-10-18 22:07:40 -07:00 • committed by GitHub
parent 00134cac33
commit 54c0040ac8
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51 changed files with 1517 additions and 601 deletions

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@ -216,16 +216,22 @@ internal static class StepCacheFile
var path = Core.FindDataFile("tiledata.mul", false);
if (path != null)
{
using var fs = new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.Read);
var hasher = HashUtility.CreateXxHash3();
hasher.Append(fs);
_tileDataFileFingerprint = hasher.GetCurrentHashAsUInt64();
_tileDataFileFingerprint = HashTileDataFile(path);
}
_tileDataFileFingerprintComputed = true;
return _tileDataFileFingerprint;
}
/// <summary>XxHash3 of the bytes of the tiledata file at <paramref name="path"/>.</summary>
internal static ulong HashTileDataFile(string path)
{
using var fs = new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.Read);
var hasher = HashUtility.CreateXxHash3();
hasher.Append(fs);
return hasher.GetCurrentHashAsUInt64();
}
/// <summary>
/// Writes the map's chunks to <paramref name="path"/>: header, then one record per chunk, then
/// the index trailer. IndexOffset isn't known until the records are down, so it goes in as a