## Problem Three coupled issues, each hiding the next: 1. **CI passed despite failing tests, with no test logs.** ([example run](https://github.com/modernuo/ModernUO/actions/runs/28639143286/job/84931544255) — the `Test` step produced zero output and the job went green.) 2. **Two `EmitsLowerStatReqWhenPassed` tests** fail with `KeyNotFoundException: '1060435'`. 3. Once CI actually ran the tests, **~337 UOContent tests failed** with `FileNotFoundException: tiledata.mul was not found` — the test bootstrap force-loaded copyrighted client data that CI doesn't have. ## Root causes & fixes ### 1. CI ran zero tests (`fix(ci)`) The `Test` step ran `dotnet test --no-restore`, but the `Build` step only restores/builds `Application` — never the test projects. Without a restore, the test projects have no `project.assets.json`, so `Microsoft.NET.Test.Sdk`'s targets aren't imported, they aren't recognized as test projects, and `dotnet test` runs the `VSTest` target against **zero** projects → no output, **exit 0**. - Both jobs now run `dotnet test --logger trx --results-directory ./TestResults` (test projects restore and run) **plus a guard** that fails the job if no `.trx` is produced — a permanent backstop against silent zero-test passes. ### 2. Impossible OPL tests (`fix(ci)` + `test(opl)`) #2501 deliberately emits `LowerStatReq` (`1060435`) **inline in each item**, not in `GetProperties`. A follow-up "fix" dropped the `lowerStatReq:` argument to make the tests compile but left the assertions expecting `1060435`. - Removed the two impossible tests, then removed the **entire `Tests/PropertyList/` OPL attribute set** from #2501: these assert exact cliloc/value/order of OPL emission per item base — a one-time proof of the #2501 rewire, now a permanent tax on modding (any admin reorder/value change/added line reddens the build). The one non-trivial case (LowerStatReq) is what just broke, because the test was wrong. Inline emission stays covered by the `BaseArmor`/`BaseClothing` tests. ### 3. Tile-data-dependent tests crashed CI (`test(uocontent)`) UOContent.Tests' collection-fixture constructor force-loaded `tiledata.mul` unconditionally. On CI (no client files) it threw, and xUnit failed **every test in the collection** with the same error — mostly collateral (packet/scheduler/spawner tests that don't need tile data). - Mirror Server.Tests' graceful pattern: `TestServerInitializer` probes for `tiledata.mul` and only loads tile/multi data (and runs the tile-dependent configure steps) when present, exposing `TileDataLoaded` so the fixture no longer throws. - Add a shared `TileDataRequirement.SkipIfMissing()` guard and apply it to exactly the **31** pathfinding/multi/AI tests that genuinely need real tile data (`[SkippableFact]`/`[SkippableTheory]`). ## Verification (all local) | Scenario | Server.Tests | UOContent.Tests | |---|---|---| | **Client data absent (CI)** | 726 pass, 17 skip, **0 fail** | 469 pass, 32 skip, **0 fail** | | **Client data present (dev)** | 726 pass, 0 skip, **0 fail** | 501 pass, 0 skip, **0 fail** | - Full `dotnet test` exits **0**; TRX files produced; the no-test guard trips (exit 1) only when zero `.trx` are produced.
162 lines
6.6 KiB
C#
162 lines
6.6 KiB
C#
using Server.Engines.Pathing.Cache;
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using Server.Items;
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using Xunit;
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namespace Server.Tests.Pathfinding;
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[Collection("Sequential Pathfinding Tests")]
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public class MultiEdgeCaseTests
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{
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private const int MapId = 1; // Trammel
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private const int GuildHouseId = 0x74;
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// GuildHouse placement (mirrors MultiMaskSynthesisTests) — open Trammel ground.
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private const int HouseX = 1480;
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private const int HouseY = 1620;
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// Open water in the south-Britain bay (mirrors BoatPathTests).
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private const int BoatMultiId = 0x0; // SmallBoat North heading
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private const int WaterX = 1450;
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private const int WaterY = 1770;
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private const sbyte DeckZ = 0; // boat deck floor tiles stand at world Z 0 (not the water avgZ)
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/// <summary>
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/// Two overlapping GuildHouse multis whose footprints intersect. At the stacked cells
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/// <c>GetStaticAndMultiTiles</c> yields tiles from BOTH multis; the synthesizer must still
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/// agree with CheckMovement everywhere over the union footprint + halo.
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/// </summary>
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[SkippableFact]
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public void OverlappingMultis_SynthesizerMatchesCheckMovement()
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{
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TileDataRequirement.SkipIfMissing();
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StepCache.Instance.Clear();
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var map = Map.Maps[MapId];
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map.GetAverageZ(HouseX, HouseY, out _, out var z, out _);
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var locA = new Point3D(HouseX, HouseY, (sbyte)z);
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// Origins 3 tiles apart on X so the GuildHouse footprints overlap.
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var locB = new Point3D(HouseX + 3, HouseY, (sbyte)z);
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var multiA = new TestMulti(GuildHouseId);
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var multiB = new TestMulti(GuildHouseId);
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try
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{
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multiA.MoveToWorld(locA, map);
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multiB.MoveToWorld(locB, map);
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// Non-vacuity: prove the two footprints actually intersect at the chosen 3-tile
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// separation. The per-sweep touchedMulti guard only proves each multi touched its OWN
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// footprint; without this, "overlapping" would be an unverified comment.
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var overlap = MultiArt.FootprintCells(multiA);
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var setB = new System.Collections.Generic.HashSet<MultiArt.Cell>(MultiArt.FootprintCells(multiB));
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overlap.RemoveAll(c => !setB.Contains(c));
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Assert.NotEmpty(overlap); // the two footprints must actually intersect, else the test is meaningless
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// The synthesizer must match the oracle over BOTH footprints (each sweep crosses
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// the shared, doubly-covered cells).
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MultiTestSupport.AssertSynthesizerMatchesCheckMovement(multiA, map);
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MultiTestSupport.AssertSynthesizerMatchesCheckMovement(multiB, map);
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}
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finally
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{
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multiA.Delete();
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multiB.Delete();
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}
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}
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/// <summary>
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/// A boat placed over open water: deck surface tiles are walkable, surrounding water blocks
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/// the (non-swimming) walker. Exercises the synthesizer over water-adjacent deck-edge geometry.
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/// </summary>
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/// <remarks>
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/// The boat is placed at Z=0 (the deck's world Z), NOT at the water average Z (-15 here).
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/// The deck floor tiles stand at world Z 0, so a non-swimming walker only finds walkable
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/// transitions when the sweep origin Z equals the deck Z. Placing at the water avgZ makes the
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/// sweep vacuous ("no walkable transitions") because the deck is 15 tiles overhead and water
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/// blocks the rest — that vacuity is a fixture concern, not a synthesizer divergence (the
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/// synthesizer agrees with the oracle at every direction either way).
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/// </remarks>
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[SkippableFact]
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public void BoatOverWater_SynthesizerMatchesCheckMovement()
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{
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TileDataRequirement.SkipIfMissing();
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StepCache.Instance.Clear();
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var map = Map.Maps[MapId];
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var boat = new TestMulti(BoatMultiId);
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boat.MoveToWorld(new Point3D(WaterX, WaterY, DeckZ), map);
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try
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{
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MultiTestSupport.AssertSynthesizerMatchesCheckMovement(boat, map);
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}
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finally
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{
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boat.Delete();
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}
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}
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/// <summary>
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/// Redesign a foundation in place (Internalize -> swap MCL -> MoveToWorld back, the same
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/// re-registration pattern HouseFoundation uses on commit) and assert the synthesizer reads
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/// the LIVE, post-redesign <c>Components</c> — i.e. it matches CheckMovement on the NEW shape.
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/// </summary>
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[SkippableFact]
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public void RedesignedFoundation_SynthesizerMatchesNewFootprint()
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{
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TileDataRequirement.SkipIfMissing();
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StepCache.Instance.Clear();
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var map = Map.Maps[MapId];
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var foundation = new SwappableFoundation(GuildHouseId);
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map.GetAverageZ(HouseX, HouseY, out _, out var z, out _);
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var loc = new Point3D(HouseX, HouseY, (sbyte)z);
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foundation.MoveToWorld(loc, map);
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try
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{
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// Redesign, RE-REGISTERED so sectors track the new footprint (model a real commit).
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// Internalize() fires Map.OnLeave (removes the OLD footprint's registration); we swap
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// the MCL and MoveToWorld back, firing Map.OnEnter -> AddMulti against the new shape.
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foundation.Internalize();
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foundation.Redesign(MultiData.GetComponents(0x7A)); // Tower footprint (different shape)
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foundation.MoveToWorld(loc, map);
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MultiTestSupport.AssertSynthesizerMatchesCheckMovement(foundation, map);
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}
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finally
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{
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if (!foundation.Deleted)
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{
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foundation.Delete();
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}
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}
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}
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/// <summary>
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/// Extensible slot for repo-owner-supplied gnarly placements. The assertion already covers
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/// any (map,x,y) by construction — only the coordinates need filling in.
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///
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/// TODO(coords): repo owner to supply (map,x,y) for a static tree inside a footprint and a
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/// dungeon cave-wall corner; add InlineData rows here — the assertion already covers them by
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/// construction. (Left intentionally unhunted: do not invent tree/dungeon coords.)
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/// </summary>
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[SkippableTheory]
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[InlineData(MapId, HouseX, HouseY)] // known-good open Trammel placement (passes today)
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public void UserSuppliedScenarios_SynthesizerMatchesCheckMovement(int mapId, int x, int y)
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{
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TileDataRequirement.SkipIfMissing();
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StepCache.Instance.Clear();
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var map = Map.Maps[mapId];
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var multi = new TestMulti(GuildHouseId);
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map.GetAverageZ(x, y, out _, out var z, out _);
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multi.MoveToWorld(new Point3D(x, y, (sbyte)z), map);
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try
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{
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MultiTestSupport.AssertSynthesizerMatchesCheckMovement(multi, map);
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}
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finally
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{
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multi.Delete();
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}
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}
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}
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