## 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.
89 lines
3 KiB
C#
89 lines
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 BoatPathTests
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{
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private readonly ITestOutputHelper _output;
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public BoatPathTests(ITestOutputHelper output) => _output = output;
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// Open water in the south-Britain bay (Trammel), used by the existing swim-bake test.
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private const int MapId = 1;
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private const int WaterX = 1450;
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private const int WaterY = 1770;
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[SkippableFact]
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public void BoatDeck_HasWalkableSurfaceCells()
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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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// SmallBoat North heading = multiID 0x0. A deck is made of surface tiles.
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var boat = new TestMulti(0x0);
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map.GetAverageZ(WaterX, WaterY, out _, out var z, out _);
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boat.MoveToWorld(new Point3D(WaterX, WaterY, (sbyte)z), map);
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try
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{
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var floor = MultiArt.FindFloorCell(boat);
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Assert.True(floor.HasValue, "non-vacuity: boat deck must have surface (floor) tiles");
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// The deck cell falls through to the live multi-aware path.
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var mask = StepCache.Instance.TryGetMask(map, floor.Value.X, floor.Value.Y, (sbyte)z);
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Assert.Equal(CacheHitKind.Fallthrough_Multi, mask.HitKind);
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_output.WriteLine($"boat deck floor cell at ({floor.Value.X},{floor.Value.Y})");
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}
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finally
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{
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boat.Delete();
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}
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}
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[SkippableFact]
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public void BoatDeck_FootprintShape_IsPositionInvariant()
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{
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TileDataRequirement.SkipIfMissing();
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// The property Phase 2's local-frame, movement-invariant boat cache must preserve:
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// the deck's covered-cell shape (in local coords) is identical at two world positions.
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var map = Map.Maps[MapId];
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var a = new TestMulti(0x0);
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map.GetAverageZ(WaterX, WaterY, out _, out var za, out _);
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a.MoveToWorld(new Point3D(WaterX, WaterY, (sbyte)za), map);
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var shapeA = LocalShape(a);
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a.Delete();
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var b = new TestMulti(0x0);
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map.GetAverageZ(WaterX + 5, WaterY + 3, out _, out var zb, out _);
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b.MoveToWorld(new Point3D(WaterX + 5, WaterY + 3, (sbyte)zb), map);
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var shapeB = LocalShape(b);
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b.Delete();
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Assert.Equal(shapeA, shapeB);
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Assert.NotEmpty(shapeA);
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_output.WriteLine($"boat local deck shape stable across positions: {shapeA.Count} cells");
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}
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private static System.Collections.Generic.HashSet<(int lx, int ly)> LocalShape(BaseMulti multi)
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{
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var mcl = multi.Components;
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var set = new System.Collections.Generic.HashSet<(int, int)>();
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for (var lx = 0; lx < mcl.Width; lx++)
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{
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for (var ly = 0; ly < mcl.Height; ly++)
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{
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if (mcl.Tiles[lx][ly].Length > 0)
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{
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set.Add((lx, ly));
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}
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}
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}
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return set;
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}
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}
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