ModernUO/Projects/UOContent.Tests/Tests/Engines/Pathing/Multi/MultiSplitRoutingTests.cs
Kamron Batman a706ef1449
fix(ci): run test projects on CI; remove brittle OPL attribute tests (#2513)
## 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.
2026-07-02 22:35:37 -07:00

91 lines
3.3 KiB
C#

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