## 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.
91 lines
3.3 KiB
C#
91 lines
3.3 KiB
C#
using Server.Engines.Pathing.Cache;
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using Server.Items;
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using Xunit;
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using Xunit.Abstractions;
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namespace Server.Tests.Pathfinding;
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[Collection("Sequential Pathfinding Tests")]
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public class MultiSplitRoutingTests
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{
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private readonly ITestOutputHelper _output;
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public MultiSplitRoutingTests(ITestOutputHelper output) => _output = output;
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// Open plain on Trammel used by existing pathfinding tests; room for a 7x7 house.
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private const int MapId = 1;
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private const int PlaceX = 1500;
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private const int PlaceY = 1600;
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[SkippableFact]
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public void PlacedMulti_RoutesFootprintAndHalo_ToFallthroughMulti()
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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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Assert.NotNull(map);
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map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
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var multi = new TestMulti(0x74); // GuildHouse footprint
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multi.MoveToWorld(new Point3D(PlaceX, PlaceY, (sbyte)z), map);
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try
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{
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var sector = map.GetRealSector(PlaceX >> 4, PlaceY >> 4);
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Assert.True(sector.HasMultis, "placing a multi must set Sector.HasMultis");
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var cells = MultiArt.FootprintWithHalo(multi);
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var checkedCovered = 0;
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foreach (var c in cells)
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{
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if (c.X < 0 || c.Y < 0 || c.X >= map.Width || c.Y >= map.Height)
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{
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continue;
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}
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var mask = StepCache.Instance.TryGetMask(map, c.X, c.Y, (sbyte)z);
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Assert.Equal(CacheHitKind.Fallthrough_Multi, mask.HitKind);
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checkedCovered++;
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}
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Assert.True(checkedCovered > 0, "non-vacuity: expected at least one covered cell");
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_output.WriteLine($"covered/halo cells routed to fallthrough: {checkedCovered}");
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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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[Fact]
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public void CleanMap_AfterMultiRemoved_ServesStaticHitAgain()
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{
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StepCache.Instance.Clear();
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var prevThreshold = StepCache.Instance.MissPromotionThreshold;
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StepCache.Instance.MissPromotionThreshold = 1; // build on first touch
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var map = Map.Maps[MapId];
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Assert.NotNull(map);
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map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
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var multi = new TestMulti(0x74);
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multi.MoveToWorld(new Point3D(PlaceX, PlaceY, (sbyte)z), map);
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var sector = map.GetRealSector(PlaceX >> 4, PlaceY >> 4);
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Assert.True(sector.HasMultis, "placing a multi must set Sector.HasMultis");
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try
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{
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multi.Delete();
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Assert.False(sector.HasMultis, "removing the only multi must clear HasMultis");
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// A cell that is NOT a static-fallthrough kind (e.g. off-map / multi) should now be
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// eligible for a real static answer. Use the placement center, which is open plain.
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var mask = StepCache.Instance.TryGetMask(map, PlaceX, PlaceY, (sbyte)z);
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Assert.True(mask.IsHit, $"expected a real static answer after removal, got {mask.HitKind}");
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_output.WriteLine($"post-removal hitKind at center: {mask.HitKind}");
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}
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finally
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{
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StepCache.Instance.MissPromotionThreshold = prevThreshold;
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}
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}
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}
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