## 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.
277 lines
11 KiB
C#
277 lines
11 KiB
C#
using Server.Engines.Pathing.Cache;
|
|
using Server.Items;
|
|
using Xunit;
|
|
|
|
namespace Server.Tests.Pathfinding;
|
|
|
|
[Collection("Sequential Pathfinding Tests")]
|
|
public class MultiMaskCacheTests
|
|
{
|
|
private const int MapId = 1;
|
|
private const int GuildHouseId = 0x74;
|
|
private const int PlaceX = 1480;
|
|
private const int PlaceY = 1620;
|
|
|
|
[SkippableFact]
|
|
public void TryResolveCoveringMulti_FindsPlacedMulti_AndLocalIndices()
|
|
{
|
|
TileDataRequirement.SkipIfMissing();
|
|
StepCache.Instance.Clear();
|
|
var map = Map.Maps[MapId];
|
|
map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
|
|
var loc = new Point3D(PlaceX, PlaceY, (sbyte)z);
|
|
var multi = new TestMulti(GuildHouseId);
|
|
try
|
|
{
|
|
multi.MoveToWorld(loc, map);
|
|
|
|
Assert.True(MultiMaskCache.TryResolveCoveringMulti(map, PlaceX, PlaceY, out var found, out var lx, out var ly));
|
|
Assert.Same(multi, found);
|
|
var mcl = multi.Components;
|
|
Assert.Equal(PlaceX - multi.X - mcl.Min.X, lx);
|
|
Assert.Equal(PlaceY - multi.Y - mcl.Min.Y, ly);
|
|
|
|
Assert.False(MultiMaskCache.TryResolveCoveringMulti(map, PlaceX + 200, PlaceY + 200, out _, out _, out _));
|
|
}
|
|
finally
|
|
{
|
|
multi.Delete();
|
|
}
|
|
}
|
|
|
|
[SkippableFact]
|
|
public void IsInteriorLocalCell_TrueDeepInside_FalseAtEdge()
|
|
{
|
|
TileDataRequirement.SkipIfMissing();
|
|
var multi = new TestMulti(GuildHouseId);
|
|
try
|
|
{
|
|
var mcl = multi.Components;
|
|
|
|
var foundInterior = false;
|
|
var foundEdge = false;
|
|
for (var ly = 0; ly < mcl.Height && (!foundInterior || !foundEdge); ly++)
|
|
{
|
|
for (var lx = 0; lx < mcl.Width; lx++)
|
|
{
|
|
if (mcl.Tiles[lx][ly].Length == 0)
|
|
{
|
|
continue;
|
|
}
|
|
if (MultiMaskCache.IsInteriorLocalCell(mcl, lx, ly))
|
|
{
|
|
foundInterior = true;
|
|
}
|
|
else
|
|
{
|
|
foundEdge = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
Assert.True(foundInterior, "a guild house must have at least one interior cell");
|
|
Assert.True(foundEdge, "a guild house must have at least one edge/perimeter cell");
|
|
}
|
|
finally
|
|
{
|
|
multi.Delete();
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void LocalWorldZ_RoundTrips_AndPreservesMasks()
|
|
{
|
|
var world = new StepMask(
|
|
walkMask: 0b1010_1010, wetMask: 0b0101_0101,
|
|
walkZN: 10, walkZNE: 11, walkZE: 12, walkZSE: 13, walkZS: 14, walkZSW: 15, walkZW: 16, walkZNW: 17,
|
|
swimZN: -1, swimZNE: -2, swimZE: -3, swimZSE: -4, swimZS: -5, swimZSW: -6, swimZW: -7, swimZNW: -8
|
|
);
|
|
const int multiZ = 7;
|
|
|
|
Assert.True(MultiMaskCache.TryToLocalZ(world, multiZ, out var local));
|
|
var back = MultiMaskCache.ToWorldZ(local, multiZ);
|
|
|
|
Assert.Equal(world.WalkMask, back.WalkMask);
|
|
Assert.Equal(world.WetMask, back.WetMask);
|
|
for (var d = 0; d < 8; d++)
|
|
{
|
|
Assert.Equal(world.GetWalkZ((Direction)d), back.GetWalkZ((Direction)d));
|
|
Assert.Equal(world.GetSwimZ((Direction)d), back.GetSwimZ((Direction)d));
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void TryToLocalZ_RejectsOverflow()
|
|
{
|
|
var world = new StepMask(
|
|
walkMask: 0xFF, wetMask: 0,
|
|
walkZN: 100, walkZNE: 0, walkZE: 0, walkZSE: 0, walkZS: 0, walkZSW: 0, walkZW: 0, walkZNW: 0,
|
|
swimZN: 0, swimZNE: 0, swimZE: 0, swimZSE: 0, swimZS: 0, swimZSW: 0, swimZW: 0, swimZNW: 0
|
|
);
|
|
Assert.False(MultiMaskCache.TryToLocalZ(world, -100, out _));
|
|
}
|
|
|
|
[Fact]
|
|
public void TerrainTopBelow_TrueWhenFloorWellAboveGround()
|
|
{
|
|
StepCache.Instance.Clear();
|
|
var map = Map.Maps[MapId];
|
|
map.GetAverageZ(PlaceX, PlaceY, out _, out var ground, out _);
|
|
|
|
// Floor far above ground → terrain is below → guard passes.
|
|
Assert.True(MultiMaskCache.TerrainTopBelow(map, PlaceX, PlaceY, (sbyte)(ground + 50)));
|
|
// Floor at/below ground → terrain reaches the envelope → guard fails.
|
|
Assert.False(MultiMaskCache.TerrainTopBelow(map, PlaceX, PlaceY, (sbyte)(ground - 50)));
|
|
}
|
|
|
|
[SkippableFact]
|
|
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;
|
|
|
|
var map = Map.Maps[MapId];
|
|
map.GetAverageZ(CleanX, CleanY, out _, out var z, out _);
|
|
var houseLoc = new Point3D(CleanX, CleanY, (sbyte)z);
|
|
var multi = new TestMulti(GuildHouseId);
|
|
var cacheWas = Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache;
|
|
Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache = true;
|
|
var mover = MultiTestSupport.GetWalkerOracle(map, new Point3D(CleanX, CleanY + 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");
|
|
StepCache.Instance.Clear();
|
|
|
|
var start = new Point3D(CleanX, CleanY + 10, (sbyte)z);
|
|
var goal = new Point3D(CleanX, CleanY - 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);
|
|
|
|
var before = StepCache.Instance.GetStats().MultiMaskCacheHits;
|
|
Server.PathAlgorithms.BitmapAStarAlgorithm.Instance.Find(mover, map, start, goal);
|
|
var after = StepCache.Instance.GetStats().MultiMaskCacheHits;
|
|
|
|
Assert.True(after > before, $"expected MultiMaskCacheHits to increase, before={before} after={after}");
|
|
}
|
|
finally
|
|
{
|
|
mover.Delete();
|
|
multi.Delete();
|
|
Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache = cacheWas;
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void ClutteredHouse_DoesNotServeCache_ButStillPaths()
|
|
{
|
|
var map = Map.Maps[MapId];
|
|
map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
|
|
var multi = new TestMulti(GuildHouseId);
|
|
var cacheWas = Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache;
|
|
Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache = true;
|
|
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.
|
|
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");
|
|
StepCache.Instance.Clear();
|
|
|
|
var start = new Point3D(PlaceX, PlaceY + 10, (sbyte)z);
|
|
var goal = new Point3D(PlaceX, PlaceY - 10, (sbyte)z);
|
|
Server.PathAlgorithms.BitmapAStarAlgorithm.Instance.Find(mover, map, start, goal); // warm
|
|
var before = StepCache.Instance.GetStats().MultiMaskCacheHits;
|
|
var path = Server.PathAlgorithms.BitmapAStarAlgorithm.Instance.Find(mover, map, start, goal);
|
|
var after = StepCache.Instance.GetStats().MultiMaskCacheHits;
|
|
|
|
Assert.NotNull(path); // pathfinding still works (degraded to live-synth)
|
|
Assert.Equal(before, after); // dirty footprint → zero cache serves
|
|
}
|
|
finally
|
|
{
|
|
mover.Delete();
|
|
multi.Delete();
|
|
Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache = cacheWas;
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void PathInteriorCacheState_ResetsOnMove()
|
|
{
|
|
var map = Map.Maps[MapId];
|
|
var multi = new TestMulti(GuildHouseId);
|
|
try
|
|
{
|
|
multi.MoveToWorld(new Point3D(PlaceX, PlaceY, 0), map);
|
|
multi.PathInteriorCacheState = MultiInteriorCacheState.Clean;
|
|
|
|
// A move changes the footprint's world terrain, so the gate must reset to Unknown and
|
|
// recompute on next use. (BaseMulti.OnLocationChange does this; subclasses like BaseHouse
|
|
// and BaseBoat must call base for it to fire — this pins that contract.)
|
|
multi.MoveToWorld(new Point3D(PlaceX + 8, PlaceY + 8, 0), map);
|
|
Assert.Equal(MultiInteriorCacheState.Unknown, multi.PathInteriorCacheState);
|
|
}
|
|
finally
|
|
{
|
|
multi.Delete();
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void PathInteriorCacheState_ResetsOnItemIdChange()
|
|
{
|
|
var map = Map.Maps[MapId];
|
|
var multi = new TestMulti(GuildHouseId);
|
|
try
|
|
{
|
|
multi.MoveToWorld(new Point3D(PlaceX, PlaceY, 0), map);
|
|
multi.PathInteriorCacheState = MultiInteriorCacheState.Clean;
|
|
|
|
// 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
|
|
Assert.Equal(MultiInteriorCacheState.Unknown, multi.PathInteriorCacheState);
|
|
}
|
|
finally
|
|
{
|
|
multi.Delete();
|
|
}
|
|
}
|
|
|
|
[SkippableFact]
|
|
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 _);
|
|
|
|
var normal = new TestMulti(GuildHouseId);
|
|
var sunk = new TestMulti(GuildHouseId);
|
|
try
|
|
{
|
|
normal.MoveToWorld(new Point3D(CleanX, CleanY, (sbyte)ground), map);
|
|
Assert.True(MultiMaskCache.ComputeFootprintClean(map, normal));
|
|
|
|
sunk.MoveToWorld(new Point3D(CleanX + 60, CleanY, (sbyte)(ground - 40)), map);
|
|
Assert.False(MultiMaskCache.ComputeFootprintClean(map, sunk));
|
|
}
|
|
finally
|
|
{
|
|
normal.Delete();
|
|
sunk.Delete();
|
|
}
|
|
}
|
|
}
|