## 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.
227 lines
7.7 KiB
C#
227 lines
7.7 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 Server.PathAlgorithms;
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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 HousePathRoutingTests
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{
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private readonly ITestOutputHelper _output;
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public HousePathRoutingTests(ITestOutputHelper output) => _output = output;
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private const int MapId = 1;
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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 PathAround_NeverTraversesAWallCell()
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{
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TileDataRequirement.SkipIfMissing();
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StepCache.Instance.Clear();
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var prevThreshold = StepCache.Instance.MissPromotionThreshold;
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StepCache.Instance.MissPromotionThreshold = 1;
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var map = Map.Maps[MapId];
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Assert.NotNull(map);
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// Open area with lateral room to flank a 7x7 house (verified reachable all 8 dirs).
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const int hx = 1480, hy = 1620;
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const int sx = 1480, sy = 1630;
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const int gx = 1480, gy = 1610;
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map.GetAverageZ(hx, hy, out _, out var hz, out _);
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var multi = new TestMulti(0x74);
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multi.MoveToWorld(new Point3D(hx, hy, (sbyte)hz), map);
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var wall = MultiArt.FindWallCell(multi);
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Assert.True(wall.HasValue, "non-vacuity: house must have wall cells");
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var walker = new WalkerStub();
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map.GetAverageZ(sx, sy, out _, out var sz, out _);
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var start = new Point3D(sx, sy, (sbyte)sz);
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var goal = new Point3D(gx, gy, (sbyte)sz);
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walker.MoveToWorld(start, map);
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try
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{
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var path = BitmapAStarAlgorithm.Instance.Find(walker, map, start, goal);
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Assert.NotNull(path); // non-vacuity: a route around must exist
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Assert.NotEmpty(path);
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// Walk the path; assert it never lands on the known wall cell.
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var x = sx;
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var y = sy;
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foreach (var dir in path)
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{
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CalcMoves.Offset(dir, ref x, ref y);
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Assert.False(x == wall.Value.X && y == wall.Value.Y,
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$"path traversed wall cell ({wall.Value.X},{wall.Value.Y})");
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}
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_output.WriteLine($"around house: {path.Length} steps, avoided wall");
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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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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 Demolish_ReopensCoveredCells()
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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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const int hx = 1480, hy = 1620;
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map.GetAverageZ(hx, hy, out _, out var hz, out _);
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var multi = new TestMulti(0x74);
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multi.MoveToWorld(new Point3D(hx, hy, (sbyte)hz), map);
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// Find a wall cell that is blocked purely by the multi — not by underlying static/land
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// terrain. FindWallCell returns the first MCL-impassable cell, which may land over
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// terrain that is itself impassable. Instead scan until we find one where the base
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// terrain is passable so that after demolish the cell provably reopens.
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var w = FindPureMultiWallCell(multi, map);
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Assert.True(w.HasValue, "non-vacuity: house must have a wall cell over passable terrain");
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var walker = new WalkerStub();
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var cell = w.Value;
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try
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{
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// Before demolish: every neighbour fails to step onto the wall cell (it is blocked).
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var blockedBefore = NeighbourBlockedInto(map, walker, cell);
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Assert.True(blockedBefore, "wall cell should block entry while the house stands");
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multi.Delete();
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// After demolish: the cell reverts to open ground; entry from a neighbour should now
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// succeed in at least one direction.
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StepCache.Instance.Clear();
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var openAfter = !NeighbourBlockedInto(map, walker, cell);
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Assert.True(openAfter, $"cell ({cell.X},{cell.Y}) should reopen after demolish");
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_output.WriteLine($"demolish reopened ({cell.X},{cell.Y})");
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}
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finally
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{
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if (!multi.Deleted)
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{
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multi.Delete();
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}
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walker.Delete();
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}
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}
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/// <summary>
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/// Find the first MCL wall cell (Impassable && !Surface) over terrain that is not
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/// independently blocked by land or statics. Using this instead of
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/// <see cref="MultiArt.FindWallCell"/> ensures the cell reopens after demolish.
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/// </summary>
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private static MultiArt.Cell? FindPureMultiWallCell(BaseMulti multi, Map map)
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{
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var mcl = multi.Components;
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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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var hasWall = false;
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var hasSurface = false;
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foreach (var t in mcl.Tiles[lx][ly])
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{
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var data = TileData.ItemTable[t.ID & TileData.MaxItemValue];
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if (data.Impassable && !data.Surface)
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{
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hasWall = true;
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}
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if (data.Surface)
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{
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hasSurface = true;
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}
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}
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if (!hasWall || hasSurface)
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{
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continue;
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}
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var wx = multi.X + mcl.Min.X + lx;
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var wy = multi.Y + mcl.Min.Y + ly;
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// Check the underlying terrain is not independently impassable.
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if (IsTerrainBlocked(map, wx, wy))
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{
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continue;
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}
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return new MultiArt.Cell(wx, wy);
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}
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}
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return null;
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}
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/// <summary>
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/// Returns true if land tile or any static tile (non-multi) at (x,y) is impassable.
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/// </summary>
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private static bool IsTerrainBlocked(Map map, int x, int y)
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{
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var lt = map.Tiles.GetLandTile(x, y);
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if (!lt.Ignored)
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{
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var landData = TileData.LandTable[lt.ID & TileData.MaxLandValue];
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if ((landData.Flags & TileFlag.Impassable) != 0)
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{
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return true;
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}
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}
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foreach (var tile in map.Tiles.GetStaticTiles(x, y))
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{
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var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
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if (data.Impassable)
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{
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return true;
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}
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}
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return false;
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}
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// True if EVERY in-range neighbour fails to step into target (target is blocked).
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private static bool NeighbourBlockedInto(Map map, Mobile walker, MultiArt.Cell target)
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{
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for (var d = 0; d < 8; d++)
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{
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var nx = target.X;
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var ny = target.Y;
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CalcMoves.Offset((Direction)((d + 4) & 7), ref nx, ref ny);
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if (nx < 0 || ny < 0 || nx >= map.Width || ny >= map.Height)
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{
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continue;
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}
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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 == target.X && ty == target.Y)
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{
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return false; // an entry succeeded → not blocked
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}
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}
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}
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return true;
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}
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}
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