fix: digging up a treasure map chest no longer crashes when guardians spawn (#2692)

## Summary
Digging up a decoded treasure map of level 0, or of level 2 and above, throws inside `DigTimer.OnTick` once the chest surfaces. The exception escapes the timer, so the server goes down:

```
System.NullReferenceException: Object reference not set to an instance of an object.
   at Server.Items.TreasureMap.DigTimer.OnTick() in ...\Items\Maps\TreasureMap.cs:line 809
```

#2568 made `TreasureMapChest._guardians` lazily created: the constructor no longer initialises it, and migration nulls an empty list. #2569 updated the read in `CheckLocked` to match, but the dig timer still adds each spawned guardian directly:

```csharp
if (bc != null)
{
    m_Chest.Guardians.Add(bc); // null on a freshly dug chest
}
```

Level 1 maps survive only because they spawn no guardians. I confirmed the regression by running the dig test below at #2568's parent, where it passes, and at #2568, where it fails.

The dig timer now calls the generated `AddToGuardians`, which creates the list on first use.

## Testing
- `dotnet build`: 0 warnings, 0 errors.
- New `TreasureMapChestGuardianTests`:
  - `Dig_AddsSpawnedGuardiansToTheChest` (levels 0 and 2) drives the real `DigTimer` tick by tick until the chest surfaces. Before the fix both cases fail with the `NullReferenceException` above. It needs client map data, so it calls `TileDataRequirement.SkipIfMissing()` and skips on CI.
  - `AddToGuardians_OnNewChest_KeepsLevelZeroChestShut` needs no client data, so it runs on CI: the list starts null, the first guardian creates it, and a level 0 chest stays shut to players until that guardian is dead.
- Full `UOContent.Tests`: 1196 passed and 2 skipped with client data; 1105 passed and 93 skipped without.
This commit is contained in:
Jack 2026-10-07 13:39:04 +13:00 • committed by GitHub
parent 73a1aaf5e0
commit b98b0e2964
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2 changed files with 140 additions and 1 deletions

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@ -0,0 +1,139 @@
using System;
using System.Collections.Generic;
using System.Reflection;
using Server;
using Server.Items;
using Server.Mobiles;
using Server.Tests;
using Xunit;
namespace UOContent.Tests;
[Collection("Sequential UOContent Tests")]
public class TreasureMapChestGuardianTests
{
// A treasure.cfg chest site with room to dig the chest up and spawn its guardians.
private const int SiteX = 2643;
private const int SiteY = 851;
// The guardian list starts null and is created by the first guardian added. A level 0 chest
// stays shut to players until its guardians are dead.
[Fact]
public void AddToGuardians_OnNewChest_KeepsLevelZeroChestShut()
{
var map = Map.Felucca;
var location = new Point3D(5000, 610, 0);
var player = CreatePlayerMobile(map, location);
var guardian = new Mobile(World.NewMobile);
guardian.DefaultMobileInit();
var chest = new TreasureMapChest(0);
try
{
Assert.Null(chest.Guardians);
chest.AddToGuardians(guardian);
Assert.Same(guardian, Assert.Single(chest.Guardians));
Assert.True(chest.CheckLocked(player));
guardian.Delete();
Assert.False(chest.CheckLocked(player));
}
finally
{
chest.Delete();
guardian.Delete();
player.Delete();
}
}
// Drives the real dig, one DigTimer tick per call, until the chest surfaces and its guardians
// spawn. Levels 0 and 2+ spawn guardians; level 1 spawns none.
[SkippableTheory]
[InlineData(0)]
[InlineData(2)]
public void Dig_AddsSpawnedGuardiansToTheChest(int level)
{
TileDataRequirement.SkipIfMissing();
var map = Map.Felucca;
var site = new Point3D(SiteX, SiteY, map.GetAverageZ(SiteX, SiteY));
var player = CreatePlayerMobile(map, new Point3D(site.X + 1, site.Y, site.Z));
var treasureMap = new TreasureMap(level, map);
try
{
Assert.True(map.CanFit(site.X, site.Y, site.Z, 16, true));
Assert.True(player.BeginAction<TreasureMap>());
var timerType = typeof(TreasureMap).GetNestedType("DigTimer", BindingFlags.NonPublic)!;
var onTick = timerType.GetMethod("OnTick", BindingFlags.NonPublic | BindingFlags.Instance)!;
var digTimer = Activator.CreateInstance(timerType, player, treasureMap, site, map);
for (var i = 0; i < 30 && !treasureMap.Completed; i++)
{
onTick.Invoke(digTimer, BindingFlags.DoNotWrapExceptions, null, null, null);
}
var chest = FindChest(map, site);
Assert.True(treasureMap.Completed);
Assert.NotNull(chest);
Assert.NotNull(chest.Guardians);
Assert.NotEmpty(chest.Guardians);
}
finally
{
Cleanup(map, site);
treasureMap.Delete();
player.Delete();
}
}
private static TreasureMapChest FindChest(Map map, Point3D site)
{
foreach (var chest in map.GetItemsInRange<TreasureMapChest>(site, 0))
{
return chest;
}
return null;
}
// Sweeps the site rather than trusting references, so a dig that throws partway still leaves
// nothing behind for the next case: the chest, both dirt piles and any guardian spawned so far.
private static void Cleanup(Map map, Point3D site)
{
var leftovers = new List<IEntity>();
foreach (var m in map.GetMobilesInRange<BaseCreature>(site, 3))
{
leftovers.Add(m);
}
foreach (var item in map.GetItemsInRange<TreasureMapChest>(site, 1))
{
leftovers.Add(item);
}
foreach (var item in map.GetItemsInRange<TreasureChestDirt>(site, 1))
{
leftovers.Add(item);
}
foreach (var entity in leftovers)
{
entity.Delete();
}
}
private static PlayerMobile CreatePlayerMobile(Map map, Point3D location)
{
var mobile = new PlayerMobile(World.NewMobile);
mobile.DefaultMobileInit();
mobile.MoveToWorld(location, map);
return mobile;
}
}