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