ModernUO/Projects/UOContent.Tests/Tests/Engines/Pathing/Multi/MultiWalkabilityTests.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

139 lines
4.7 KiB
C#

using Server.Engines.Pathing.Cache;
using Server.Items;
using Server.Mobiles;
using Xunit;
using Xunit.Abstractions;
using CalcMoves = Server.Movement.Movement;
namespace Server.Tests.Pathfinding;
[Collection("Sequential Pathfinding Tests")]
public class MultiWalkabilityTests
{
private readonly ITestOutputHelper _output;
public MultiWalkabilityTests(ITestOutputHelper output) => _output = output;
private const int MapId = 1;
private const int PlaceX = 1500;
private const int PlaceY = 1600;
private sealed class WalkerStub : Mobile
{
public WalkerStub() => Body = 0xC9;
}
[SkippableFact]
public void WallCell_CannotBeEnteredFromAnyAdjacentCell()
{
TileDataRequirement.SkipIfMissing();
StepCache.Instance.Clear();
var map = Map.Maps[MapId];
map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
var multi = new TestMulti(0x74);
multi.MoveToWorld(new Point3D(PlaceX, PlaceY, (sbyte)z), map);
var walker = new WalkerStub();
walker.MoveToWorld(new Point3D(PlaceX, PlaceY, (sbyte)z), map);
try
{
var wall = MultiArt.FindWallCell(multi);
Assert.True(wall.HasValue, "non-vacuity: house MCL must contain a wall tile");
var w = wall.Value;
// From each of the 8 cells surrounding the wall, try stepping in all 8 directions.
// No step may land ON the wall cell. We also require that SOME step succeeds, so a
// "zero wall entries" result reflects the wall blocking — not the walker being
// unable to move here at all (e.g. a Z mismatch blocking everything: a vacuous pass).
var entriesIntoWall = 0;
var successfulSteps = 0;
for (var around = 0; around < 8; around++)
{
var cx = w.X;
var cy = w.Y;
CalcMoves.Offset((Direction)around, ref cx, ref cy);
map.GetAverageZ(cx, cy, out _, out var cz, out _);
var from = new Point3D(cx, cy, (sbyte)cz);
for (var d = 0; d < 8; d++)
{
if (!CalcMoves.CheckMovement(walker, map, from, (Direction)d, out _))
{
continue;
}
successfulSteps++;
var tx = cx;
var ty = cy;
CalcMoves.Offset((Direction)d, ref tx, ref ty);
if (tx == w.X && ty == w.Y)
{
entriesIntoWall++;
_output.WriteLine($"UNEXPECTED entry into wall ({w.X},{w.Y}) from ({cx},{cy}) dir {d}");
}
}
}
Assert.True(successfulSteps > 0, "non-vacuity: walker must be able to move near the wall");
Assert.Equal(0, entriesIntoWall);
}
finally
{
walker.Delete();
multi.Delete();
}
}
[SkippableFact]
public void FloorCell_IsStandable()
{
TileDataRequirement.SkipIfMissing();
StepCache.Instance.Clear();
var map = Map.Maps[MapId];
map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
var multi = new TestMulti(0x74);
multi.MoveToWorld(new Point3D(PlaceX, PlaceY, (sbyte)z), map);
var walker = new WalkerStub();
try
{
var floor = MultiArt.FindFloorCell(multi);
Assert.True(floor.HasValue, "non-vacuity: house MCL must contain a floor tile");
var f = floor.Value;
// Stand the walker on a cardinal neighbour of the floor cell and require at least
// one direction that successfully steps onto the floor cell.
var enteredFloor = false;
for (var d = 0; d < 8 && !enteredFloor; d++)
{
var nx = f.X;
var ny = f.Y;
CalcMoves.Offset((Direction)((d + 4) & 7), ref nx, ref ny);
map.GetAverageZ(nx, ny, out _, out var nz, out _);
walker.MoveToWorld(new Point3D(nx, ny, (sbyte)nz), map);
if (CalcMoves.CheckMovement(walker, map, walker.Location, (Direction)d, out _))
{
var tx = nx;
var ty = ny;
CalcMoves.Offset((Direction)d, ref tx, ref ty);
if (tx == f.X && ty == f.Y)
{
enteredFloor = true;
}
}
}
Assert.True(enteredFloor, $"expected the floor cell ({f.X},{f.Y}) to be reachable from a neighbour");
}
finally
{
walker.Delete();
multi.Delete();
}
}
}