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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GPG key ID: B5690EEEBB952194
51 changed files with 1517 additions and 601 deletions

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@ -1,6 +1,7 @@
using System;
using Server.Engines.Pathing.Cache;
using Server.Items;
using Server.Tests.Terrain;
using Xunit;
namespace Server.Tests.Pathfinding;
@ -9,7 +10,7 @@ namespace Server.Tests.Pathfinding;
public class MultiMaskCacheTests : IDisposable
{
private const int MapId = 1;
private const int GuildHouseId = 0x74;
private const int GuildHouseId = TestMultis.GuildHouse;
private const int PlaceX = 1480;
private const int PlaceY = 1620;
@ -17,10 +18,9 @@ public class MultiMaskCacheTests : IDisposable
public void Dispose() => _cacheState.Dispose();
[SkippableFact]
[Fact]
public void TryResolveCoveringMulti_FindsPlacedMulti_AndLocalIndices()
{
TileDataRequirement.SkipIfMissing();
StepCache.Instance.Clear();
var map = Map.Maps[MapId];
map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
@ -90,31 +90,25 @@ public class MultiMaskCacheTests : IDisposable
Assert.False(MultiMaskCache.TerrainTopBelow(map, PlaceX, PlaceY, (sbyte)(ground - 50)));
}
[SkippableFact]
[Fact]
public void PathThroughHouseInterior_IncrementsMultiMaskCacheHits()
{
TileDataRequirement.SkipIfMissing();
// (PlaceX,PlaceY)=(1480,1620) is cluttered (footprint overlaps tall map statics → dirty), so it
// would never serve the interior cache under the footprint-clean gate. Use a known flat/clear
// spot so a house there is footprint-clean and its interior cells serve from the cache.
const int CleanX = 1560;
const int CleanY = 1616;
// On flat default ground the house is footprint-clean, so its interior cells serve from the cache.
var map = Map.Maps[MapId];
map.GetAverageZ(CleanX, CleanY, out _, out var z, out _);
var houseLoc = new Point3D(CleanX, CleanY, (sbyte)z);
map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
var houseLoc = new Point3D(PlaceX, PlaceY, (sbyte)z);
var multi = new TestMulti(GuildHouseId);
Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache = true;
var mover = MultiTestSupport.GetWalkerOracle(map, new Point3D(CleanX, CleanY + 10, (sbyte)z));
var mover = MultiTestSupport.GetWalkerOracle(map, new Point3D(PlaceX, PlaceY + 10, (sbyte)z));
try
{
multi.MoveToWorld(houseLoc, map);
Assert.True(MultiMaskCache.ComputeFootprintClean(map, multi),
"precondition: (1560,1616) must be footprint-clean for the cache to serve");
"precondition: the house must be footprint-clean for the cache to serve");
StepCache.Instance.Clear();
var start = new Point3D(CleanX, CleanY + 10, (sbyte)z);
var goal = new Point3D(CleanX, CleanY - 10, (sbyte)z);
var start = new Point3D(PlaceX, PlaceY + 10, (sbyte)z);
var goal = new Point3D(PlaceX, PlaceY - 10, (sbyte)z);
// First pass builds the interior cache (live synth); second pass should hit it.
Server.PathAlgorithms.BitmapAStarAlgorithm.Instance.Find(mover, map, start, goal);
@ -131,11 +125,13 @@ public class MultiMaskCacheTests : IDisposable
}
}
[SkippableFact]
[Fact]
public void ClutteredHouse_DoesNotServeCache_ButStillPaths()
{
// The clutter is Britain's statics; on a blank map the house has no footprint to dirty.
TileDataRequirement.SkipIfMissing();
// A rock taller than the house floor, inside the footprint, dirties it.
using var terrain = TestTerrain.Scope();
TestTerrain.AddStatic(PlaceX + 1, PlaceY + 1, TestTiles.Rock, 0);
var map = Map.Maps[MapId];
map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
var multi = new TestMulti(GuildHouseId);
@ -143,10 +139,10 @@ public class MultiMaskCacheTests : IDisposable
var mover = MultiTestSupport.GetWalkerOracle(map, new Point3D(PlaceX, PlaceY + 10, (sbyte)z));
try
{
// (1480,1620) overlaps tall map statics → footprint dirty → cache must NOT serve.
// The rock pokes through the floor → footprint dirty → cache must NOT serve.
multi.MoveToWorld(new Point3D(PlaceX, PlaceY, (sbyte)z), map);
Assert.False(MultiMaskCache.ComputeFootprintClean(map, multi),
"precondition: (1480,1620) must be footprint-dirty for this test to be meaningful");
"precondition: the rock must make the house footprint-dirty for this test to be meaningful");
StepCache.Instance.Clear();
var start = new Point3D(PlaceX, PlaceY + 10, (sbyte)z);
@ -200,7 +196,7 @@ public class MultiMaskCacheTests : IDisposable
// Changing ItemID swaps the footprint (e.g. a boat changing heading), so the gate must
// reset to recompute cleanliness for the new shape.
multi.ItemID = 0x7A; // Tower
multi.ItemID = TestMultis.Tower;
Assert.Equal(MultiInteriorCacheState.Unknown, multi.PathInteriorCacheState);
}
finally
@ -209,27 +205,21 @@ public class MultiMaskCacheTests : IDisposable
}
}
[SkippableFact]
[Fact]
public void ComputeFootprintClean_TrueAtNormalPlacement_FalseWhenSunk()
{
TileDataRequirement.SkipIfMissing();
// (PlaceX,PlaceY) is a cluttered spot whose footprint overlaps tall map statics, so a guild
// house there is never footprint-clean. Use a known flat/clear spot for the clean assertion.
const int CleanX = 1560;
const int CleanY = 1616;
StepCache.Instance.Clear();
var map = Map.Maps[MapId];
map.GetAverageZ(CleanX, CleanY, out _, out var ground, out _);
map.GetAverageZ(PlaceX, PlaceY, out _, out var ground, out _);
var normal = new TestMulti(GuildHouseId);
var sunk = new TestMulti(GuildHouseId);
try
{
normal.MoveToWorld(new Point3D(CleanX, CleanY, (sbyte)ground), map);
normal.MoveToWorld(new Point3D(PlaceX, PlaceY, (sbyte)ground), map);
Assert.True(MultiMaskCache.ComputeFootprintClean(map, normal));
sunk.MoveToWorld(new Point3D(CleanX + 60, CleanY, (sbyte)(ground - 40)), map);
sunk.MoveToWorld(new Point3D(PlaceX + 60, PlaceY, (sbyte)(ground - 40)), map);
Assert.False(MultiMaskCache.ComputeFootprintClean(map, sunk));
}
finally