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.
165 lines
4.3 KiB
C#
165 lines
4.3 KiB
C#
using System;
|
|
using Server.Items;
|
|
using Xunit;
|
|
|
|
namespace Server.Tests;
|
|
|
|
[Collection("Sequential Server Tests")]
|
|
public class LockedDownContainerDecayTests : IDisposable
|
|
{
|
|
private readonly EntityCleanup _cleanup = new();
|
|
|
|
public LockedDownContainerDecayTests()
|
|
{
|
|
DecayScheduler.ResetForTests();
|
|
|
|
// Content assigns these at startup (BaseHouse); the engine tests have no content.
|
|
if (Item.LockedDownFlag == 0)
|
|
{
|
|
Item.LockedDownFlag = 1;
|
|
Item.SecureFlag = 2;
|
|
}
|
|
}
|
|
|
|
public void Dispose() => _cleanup.Dispose();
|
|
|
|
private class TestChest : Container
|
|
{
|
|
public TestChest() : base(0xE43)
|
|
{
|
|
}
|
|
}
|
|
|
|
private class KeepsContentsChest : Container
|
|
{
|
|
public KeepsContentsChest() : base(0xE43)
|
|
{
|
|
}
|
|
|
|
public override bool ContentsDecay => false;
|
|
}
|
|
|
|
private Item NewLoot() => _cleanup.Track(new Item(0x1F03) { Movable = true, Visible = true });
|
|
|
|
private TestChest PlaceLockedDownChest(int x)
|
|
{
|
|
var chest = _cleanup.Track(new TestChest { Movable = false });
|
|
chest.MoveToWorld(new Point3D(x, 100, 0), Map.Felucca);
|
|
chest.IsLockedDown = true;
|
|
return chest;
|
|
}
|
|
|
|
[Fact]
|
|
public void ItemDroppedIntoLockedDownContainer_IsTracked()
|
|
{
|
|
var chest = PlaceLockedDownChest(120);
|
|
var loot = NewLoot();
|
|
|
|
chest.AddItem(loot);
|
|
|
|
Assert.True(loot.CanDecay());
|
|
Assert.True(DecayScheduler.IsRegistered(loot));
|
|
|
|
chest.Delete();
|
|
}
|
|
|
|
[Fact]
|
|
public void ItemInOrdinaryContainer_IsNotTracked()
|
|
{
|
|
var chest = _cleanup.Track(new TestChest());
|
|
chest.MoveToWorld(new Point3D(121, 100, 0), Map.Felucca);
|
|
var loot = NewLoot();
|
|
|
|
chest.AddItem(loot);
|
|
|
|
Assert.False(loot.CanDecay());
|
|
Assert.False(DecayScheduler.IsRegistered(loot));
|
|
|
|
chest.Delete();
|
|
}
|
|
|
|
[Fact]
|
|
public void LockingAndReleasingContainer_RegistersAndUnregistersContents()
|
|
{
|
|
var chest = _cleanup.Track(new TestChest { Movable = false });
|
|
chest.MoveToWorld(new Point3D(122, 100, 0), Map.Felucca);
|
|
var loot = NewLoot();
|
|
chest.AddItem(loot);
|
|
|
|
Assert.False(DecayScheduler.IsRegistered(loot));
|
|
|
|
chest.IsLockedDown = true;
|
|
Assert.True(DecayScheduler.IsRegistered(loot));
|
|
|
|
chest.IsSecure = true; // secure containers keep their contents
|
|
Assert.False(DecayScheduler.IsRegistered(loot));
|
|
|
|
chest.IsSecure = false;
|
|
Assert.True(DecayScheduler.IsRegistered(loot));
|
|
|
|
chest.IsLockedDown = false;
|
|
Assert.False(DecayScheduler.IsRegistered(loot));
|
|
|
|
chest.Delete();
|
|
}
|
|
|
|
[Fact]
|
|
public void ContainerThatKeepsContents_DoesNotTrackThem()
|
|
{
|
|
var board = _cleanup.Track(new KeepsContentsChest { Movable = false });
|
|
board.MoveToWorld(new Point3D(123, 100, 0), Map.Felucca);
|
|
board.IsLockedDown = true;
|
|
var piece = NewLoot();
|
|
|
|
board.AddItem(piece);
|
|
|
|
Assert.False(DecayScheduler.IsRegistered(piece));
|
|
|
|
board.Delete();
|
|
}
|
|
|
|
[Fact]
|
|
public void NestedContainerContents_AreNotTracked()
|
|
{
|
|
var chest = PlaceLockedDownChest(124);
|
|
var bag = _cleanup.Track(new TestChest());
|
|
chest.AddItem(bag);
|
|
var loot = NewLoot();
|
|
bag.AddItem(loot);
|
|
|
|
Assert.True(DecayScheduler.IsRegistered(bag));
|
|
Assert.False(DecayScheduler.IsRegistered(loot));
|
|
|
|
chest.Delete();
|
|
}
|
|
|
|
[Fact]
|
|
public void LockedDownItemInsideLockedDownContainer_IsNotTracked()
|
|
{
|
|
var chest = PlaceLockedDownChest(125);
|
|
var loot = NewLoot();
|
|
chest.AddItem(loot);
|
|
loot.IsLockedDown = true;
|
|
|
|
Assert.False(DecayScheduler.IsRegistered(loot));
|
|
|
|
chest.Delete();
|
|
}
|
|
|
|
[Fact]
|
|
public void TrackedContents_DecayOnSchedule()
|
|
{
|
|
using var clock = new SimulatedClockScope();
|
|
|
|
var chest = PlaceLockedDownChest(126);
|
|
var loot = NewLoot();
|
|
chest.AddItem(loot);
|
|
|
|
clock.AdvanceDecay(loot.DecayTime + TimeSpan.FromMinutes(2), loot);
|
|
|
|
Assert.True(loot.Deleted, "Contents of a locked-down container must decay.");
|
|
Assert.False(chest.Deleted, "The locked-down container itself must not decay.");
|
|
|
|
chest.Delete();
|
|
}
|
|
}
|