Follow-up to #2721. It fixes how the remaining tests behave and changes no production code. ## CI - Both `dotnet test` steps pass `--filter "Category!=Manual"`. Before this, Manual-tagged tests ran on CI anyway. - The one surviving movement-throttle latency test is the only coverage of burst forgiveness over a full, wrapped history. It loses its Manual tag, so it runs on CI. ## Tests that passed on CI without testing anything - **Corpse and throwing tests.** They relied on tiledata for the weapon `Layer`, so on CI the equip silently failed and they asserted against empty lists. They now set `Layer` explicitly and assert the equip took effect. `TestThrown` also pins its own strength and range values, so a shard retuning SoulGlaive no longer breaks them. - **Healthbar poison rows.** Server.Tests registers no poisons, so every row tested `null`. They now use real poison levels. - **Account packet tests.** The mock accounts reported `Length` 0, so the character-list tests only ever encoded empty slots. They now encode the real characters. - **Pathing and AI tests that only mean something on real Trammel/Felucca terrain** are now guarded with `TileDataRequirement.SkipIfMissing()`: Britain desk and clutter scenes, house footprints (no MultiData on CI) and fingerprints. Tests that are valid on flat blank terrain stay unguarded. (A synthetic tiledata fixture to run these on CI is a planned follow-up.) - **Assertions that couldn't fail now check their claim.** Affected tests include the `DefaultWalker` cache use, cache on/off parity requiring a path, the recorder capability flags, the idle-pet gate, the monthly DST recurrence, the AdvancedSearch `Record.Exception` wrappers, `CanFitItem` with no branch-guarded assert, the Firewall callback, and `Import_NoMap`. The Geometry Parse asserts also now use the same input as their TryParse. ## Shared state Every test that changes process-wide state now restores it, even when an assert fails: - **The clock.** A new `TimerWheelScope` saves and restores `Core._tickCount`, `Core._now` and the timer wheel. `SimulatedClockScope` covers decay tests. - **StepCache settings and caches**, via `StepCacheStateScope`. - **Network state.** The ManualAllowlist, LoginAllowlist, firewall and BanChannel reporters are restored. Global packet handlers are now registered per test and removed afterwards, so they no longer stay registered for later tests. - **Data and config tables.** `ArchiveJournal` statics, `TileData.ItemTable`, `ObjectPropertyList.Enabled`, `Core.Expansion` and the localization table are restored. One `MobileStatusVersion` restore was resetting a different expansion than the one the test changed. - **Entities.** Tests with fixed serials now delete what they create. Fixed mobile serials moved to `World.NewMobile`, because deleting a hard-coded serial could unregister a live entity. - **Collection race.** `SpiralScanTests` no longer clears the spawn cache from a separate collection that could run in parallel with the cache-manager tests. - **Shared statics.** Classes reading shared static allowlists joined the sequential collection. ## Duplication New shared helpers replace copy-pasted harness code: - **Server.Tests:** `PacketAssert.Sends`, used by about 130 packet tests; `TestClientHarness`, `PersistencePipelineScope`, `NetTestHelpers`, `EntityCleanup` and one `TestMulti`. - **UOContent.Tests:** `TimerWheelScope`, which also holds one wraparound-safe `RunFor`/`RunUntil`; `AiTestStubs`, which merges six walker copies and five identical creature stubs; `MobileTestHarness`, `CommandTestHarness` and `TempDirectory`. Dead oracle packet classes are removed. ## Cost | Test | Before | After | |---|---|---| | `VirtualSerialTests` | 1.57s | 2ms (starts near the wrap via reflection instead of drawing ~17.9M serials) | | Event scheduler recurrence loop | 473ms | 1ms | | CrowdSec drain | 517ms | 16ms (event-driven instead of a fixed 500ms wait) | | AuthId tests | 248ms | 99ms (SHA2 except the two GameLogin tests) | | Container cap tests | 5,000 items | 3,449 / 3,277 (one past each protocol cap) | | Bulk removal | 100k children | 20k children | | OPL hash distribution | 60k builds | 10k builds | ## Shard-tuning decoupling - AI assertions read `ReacquireDelay` and `FollowMoveSpeed` instead of hard-coding production tuning. - The guard friendly-fire test uses an `AI_Mage` stub instead of WhiteWyrm. - Argon2 assertions pin the `argon2id` variant and `v=19` but read the cost parameters from the configured hasher. ## Tests | Run | Server.Tests | UOContent.Tests | |---|---|---| | With client files | 812 pass | 1,123 pass | | Without client files (CI simulation) | 800 pass, 12 skip | 1,021 pass, 102 skip | - The UOContent fixture reads `MODERNUO_TEST_DATA_DIR`; Server.Tests reads `MODERNUO_CLIENT_PATH`. - The 15 new UOContent skips are the map-dependent guards above. - Total run time with client files is about 5s, down from about 8s.
318 lines
11 KiB
C#
318 lines
11 KiB
C#
using System;
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using Server.Items;
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using Xunit;
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namespace Server.Tests;
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[Collection("Sequential Server Tests")]
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public class DecayRegistrationTests : IDisposable
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{
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private readonly EntityCleanup _cleanup = new();
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// The wheel is static and these tests move the clock, so start each from a known schedule.
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public DecayRegistrationTests() => DecayScheduler.ResetForTests();
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public void Dispose() => _cleanup.Dispose();
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// Stands in for a region that refuses decay, e.g. HouseRegion over a locked down item.
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private class RefusesDecayItem : Item
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{
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public RefusesDecayItem() : base(0x1234)
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{
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}
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public override bool OnDecay() => false;
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}
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[Fact]
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public void ItemOnGround_ActuallyDecaysAfterDecayTime()
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{
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using var clock = new SimulatedClockScope();
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var item = _cleanup.Track(new Item(0x1234));
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item.MoveToWorld(new Point3D(100, 100, 0), Map.Felucca);
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Assert.True(DecayScheduler.IsRegistered(item));
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clock.AdvanceDecay(item.DecayTime + TimeSpan.FromMinutes(2), item);
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Assert.True(item.Deleted, "Item on the ground must decay once DecayTime elapses.");
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}
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[Fact]
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public void ItemOnGround_DoesNotDecayBeforeDecayTime()
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{
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using var clock = new SimulatedClockScope();
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var item = _cleanup.Track(new Item(0x1234));
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item.MoveToWorld(new Point3D(102, 100, 0), Map.Felucca);
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clock.AdvanceDecay(item.DecayTime - TimeSpan.FromMinutes(2), item);
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Assert.False(item.Deleted, "Item must not decay before DecayTime elapses.");
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item.Delete();
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}
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// The real client path: Mobile.Lift internalizes, then Mobile.Drop calls MoveToWorld.
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// Held on the cursor means Map.Internal, which must not be tracked.
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// A new item is on Map.Internal, so construction must not touch the scheduler.
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// Unregister() trusts DecaySlot; IsRegistered() scans the structures. Assert both to catch drift.
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[Fact]
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public void DecaySlot_AgreesWithStructures_AcrossLifecycle()
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{
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var item = _cleanup.Track(new Item(0x1234));
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item.MoveToWorld(new Point3D(103, 100, 0), Map.Felucca);
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Assert.NotEqual(DecayScheduler.SlotNone, item.DecaySlot);
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Assert.True(DecayScheduler.IsRegistered(item));
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// Lifted to the cursor: untracked, and no stale slot left behind.
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item.Internalize();
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Assert.Equal(DecayScheduler.SlotNone, item.DecaySlot);
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Assert.False(DecayScheduler.IsRegistered(item));
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// Back to the ground: tracked again.
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item.MoveToWorld(new Point3D(104, 100, 0), Map.Felucca);
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Assert.NotEqual(DecayScheduler.SlotNone, item.DecaySlot);
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Assert.True(DecayScheduler.IsRegistered(item));
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item.Delete();
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Assert.False(DecayScheduler.IsRegistered(item), "A deleted item must leave no trace in the scheduler.");
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}
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// Contents spilled onto the ground must start decaying.
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[Fact]
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public void ContainerDestroy_ContentsDroppedToGroundAreTracked()
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{
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var pack = _cleanup.Track(new Container(0xE75));
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pack.MoveToWorld(new Point3D(105, 100, 0), Map.Felucca);
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var item = _cleanup.Track(new Item(0x1234));
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pack.AddItem(item);
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Assert.False(DecayScheduler.IsRegistered(item));
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pack.Destroy();
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Assert.True(item.CanDecay());
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Assert.True(DecayScheduler.IsRegistered(item), "Contents spilled by Container.Destroy must be tracked.");
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item.Delete();
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}
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// Unfreezing an item with a stale LastMoved must grant a fresh decay window,
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// not delete it on the next tick.
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[Fact]
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public void StaleImmovableItemMadeMovable_GetsAFreshDecayWindow()
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{
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using var clock = new SimulatedClockScope();
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var item = _cleanup.Track(new Item(0x1234));
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item.MoveToWorld(new Point3D(107, 100, 0), Map.Felucca);
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item.Movable = false;
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Assert.False(DecayScheduler.IsRegistered(item), "A frozen item must not be tracked for decay.");
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clock.Now = clock.Start + TimeSpan.FromDays(30);
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item.Movable = true;
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Assert.True(DecayScheduler.IsRegistered(item), "An unfrozen item must be tracked for decay.");
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clock.AdvanceDecay(item.DecayTime - TimeSpan.FromMinutes(2), item);
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Assert.False(item.Deleted, "An unfrozen item must get a full decay window, not vanish immediately.");
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clock.AdvanceDecay(TimeSpan.FromMinutes(4), item);
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Assert.True(item.Deleted, "An unfrozen item must still decay once the fresh window elapses.");
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}
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// Same transition through the Visible setter: unhiding a long-hidden item.
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[Fact]
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public void StaleHiddenItemMadeVisible_GetsAFreshDecayWindow()
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{
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using var clock = new SimulatedClockScope();
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var item = _cleanup.Track(new Item(0x1234));
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item.MoveToWorld(new Point3D(109, 100, 0), Map.Felucca);
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item.Visible = false;
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Assert.False(DecayScheduler.IsRegistered(item), "A hidden item must not be tracked for decay.");
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clock.Now = clock.Start + TimeSpan.FromDays(30);
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item.Visible = true;
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Assert.True(DecayScheduler.IsRegistered(item), "An unhidden item must be tracked for decay.");
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clock.AdvanceDecay(item.DecayTime - TimeSpan.FromMinutes(2), item);
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Assert.False(item.Deleted, "An unhidden item must get a full decay window, not vanish immediately.");
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clock.AdvanceDecay(TimeSpan.FromMinutes(4), item);
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Assert.True(item.Deleted, "An unhidden item must still decay once the fresh window elapses.");
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}
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// A refusal restarts the countdown without rewriting LastMoved. The item is already dequeued
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// when OnDecay refuses, so a refusal that does not reschedule strands it forever.
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[Fact]
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public void RefusedDecay_DoesNotRewriteLastMoved()
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{
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using var clock = new SimulatedClockScope();
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var item = _cleanup.Track(new RefusesDecayItem());
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item.MoveToWorld(new Point3D(110, 100, 0), Map.Felucca);
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var lastMoved = item.LastMoved;
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clock.AdvanceDecay(item.DecayTime + TimeSpan.FromMinutes(2), item);
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Assert.False(item.Deleted, "A refused decay must not delete the item.");
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Assert.True(DecayScheduler.IsRegistered(item), "A refused decay must leave the item tracked.");
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Assert.Equal(lastMoved, item.LastMoved);
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item.Delete();
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}
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// The fresh window must survive a save/load cycle, or a restart mid-window deletes the item.
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[Fact]
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public void FreshDecayWindow_SurvivesSerialization()
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{
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using var clock = new SimulatedClockScope();
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var item = _cleanup.Track(new Item(0x1234));
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item.MoveToWorld(new Point3D(111, 100, 0), Map.Felucca);
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item.Movable = false;
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clock.Now = clock.Start + TimeSpan.FromDays(30);
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item.Movable = true;
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var expected = item.ScheduledDecayTime;
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var writer = new BufferWriter(new byte[512], true);
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item.Serialize(writer);
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var copy = new Item(item.Serial);
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copy.Deserialize(new BufferReader(writer.Buffer));
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// The stamp is stored as a delta, so it ages only by the real time between
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// write and read - milliseconds here, the downtime in production.
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Assert.True(
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(copy.ScheduledDecayTime - expected).Duration() <= TimeSpan.FromSeconds(5),
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"The restarted decay window must survive a save/load cycle."
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);
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item.Delete();
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copy.Delete();
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}
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// A real move supersedes the reset stamp; it must be dropped so the CompactInfo can collapse.
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[Fact]
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public void MovingAnItem_ClearsASupersededDecayResetStamp()
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{
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using var clock = new SimulatedClockScope();
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var item = _cleanup.Track(new Item(0x1234));
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item.MoveToWorld(new Point3D(112, 100, 0), Map.Felucca);
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item.Movable = false;
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clock.Now = clock.Start + TimeSpan.FromDays(30);
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item.Movable = true;
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Assert.NotEqual(default, item.DecayResetTime);
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clock.Now += TimeSpan.FromMinutes(1);
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item.MoveToWorld(new Point3D(113, 100, 0), Map.Felucca);
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Assert.Equal(default, item.DecayResetTime);
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Assert.Equal(item.LastMoved + item.DecayTime, item.ScheduledDecayTime);
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Assert.True(DecayScheduler.IsRegistered(item));
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item.Delete();
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}
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// Losing decay eligibility makes the stamp meaningless; it must be dropped so the
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// CompactInfo is not held for as long as the item stays ineligible.
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[Fact]
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public void ItemBecomingIneligible_DropsTheDecayResetStamp()
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{
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using var clock = new SimulatedClockScope();
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var item = _cleanup.Track(new Item(0x1234));
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item.MoveToWorld(new Point3D(115, 100, 0), Map.Felucca);
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item.Movable = false;
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clock.Now = clock.Start + TimeSpan.FromDays(30);
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item.Movable = true;
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Assert.NotEqual(default, item.DecayResetTime);
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item.Movable = false;
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Assert.Equal(default, item.DecayResetTime);
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item.Delete();
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}
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// Moving a stamped item into a container programmatically (no drop, no SetLastMoved)
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// must also drop the stamp.
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[Fact]
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public void StampedItemAddedToContainer_DropsTheDecayResetStamp()
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{
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using var clock = new SimulatedClockScope();
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var pack = _cleanup.Track(new Container(0xE75));
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pack.MoveToWorld(new Point3D(116, 100, 0), Map.Felucca);
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var item = _cleanup.Track(new Item(0x1234));
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item.MoveToWorld(new Point3D(117, 100, 0), Map.Felucca);
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item.Movable = false;
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clock.Now = clock.Start + TimeSpan.FromDays(30);
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item.Movable = true;
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Assert.NotEqual(default, item.DecayResetTime);
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pack.AddItem(item);
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Assert.Equal(default, item.DecayResetTime);
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pack.Delete();
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}
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// A raw Map assignment (e.g. a GM changing Map through props) is a move: it must
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// enroll an untracked item for decay.
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[Fact]
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public void ItemMovedToRealMapViaMapSetter_IsRegisteredForDecay()
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{
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var item = _cleanup.Track(new Item(0x1234));
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Assert.False(DecayScheduler.IsRegistered(item));
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item.Map = Map.Felucca;
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Assert.True(item.CanDecay());
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Assert.True(DecayScheduler.IsRegistered(item), "Item placed on a map via the Map setter must be tracked.");
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item.Delete();
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}
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// LiftItemDupe places the remainder of a partially lifted ground stack via raw
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// Location/Map assignments, with no MoveToWorld fallback: it must still be tracked.
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[Fact]
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public void PartialLiftOfGroundStack_LeavesRemainderRegisteredForDecay()
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{
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var stack = _cleanup.Track(new Item(0x1234) { Stackable = true, Amount = 10 });
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stack.MoveToWorld(new Point3D(114, 100, 0), Map.Felucca);
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var remainder = _cleanup.Track(Mobile.LiftItemDupe(stack, 3));
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Assert.NotNull(remainder);
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Assert.Equal(7, remainder.Amount);
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Assert.Null(remainder.Parent);
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Assert.Equal(Map.Felucca, remainder.Map);
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Assert.True(
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DecayScheduler.IsRegistered(remainder),
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"The remainder of a partially lifted ground stack must be tracked for decay."
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);
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stack.Delete();
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remainder.Delete();
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}
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}
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