## Summary Many tests proved a specific change when it landed but don't need to run on every CI build forever. This removes **202 test methods and 9 files: 313 test cases, 2,247 → 1,934**. UOContent.Tests drops from about 14s to about 5s locally. Removed: - **Tautologies.** Asserting a constant, a constructor readback or a trivial getter, or testing BCL behavior. - **Exact duplicates** of a surviving test on the same code path. - **Obsolete regressions** whose failure can no longer be expressed. - **Game-content values** shard owners customize (era drop rates, loot and skill tables, single-creature tuning). Each customization would otherwise force a test fix. ## How it was decided 1. Every test was classified, with a reason, by a per-shard sweep over all 287 test files. 2. Each proposed deletion was then checked by a second, adversarial reviewer against the surviving tests and the production code. 3. Anything that was the only coverage of a separate code path was **kept**, even where it looked like a duplicate. Examples: the unsigned `SpanReader`/`SpanWriter` methods, the at-location versus bounds enumerators, null-map enumerables, the security filters, archive-journal state transitions. About 130 proposed deletions were rejected this way. Whole files removed: - `FishingTests`, apart from 3 tests: the map-edge scan, serpent cleanup, and SOS chest consumption. The SOS test now stops at the first chest instead of measuring a catch rate. The multi-million-cast rate simulations are gone. - `LordOaksTests` and `MeerEnragedTests` (single-creature tests). - `AutoArchiveHelperTests`, `JsonDiscoverableTypeAttributeTests`, `DecimalSerializationTests` and `EnumConversionTests` (tautologies, or tests of their own local helpers). - `NetworkStatsTests`. - `MigratedDataLoadTests` (a subset of `AllSpawnFilesLoadTests`). - `SpawnerFixtureCapture`: a capture tool, not a test, and its `version == 12` assert can no longer pass. The `.bin` fixtures it produced stay. ## Tests - Server.Tests: 811 pass. - UOContent.Tests: 1,123 pass. A follow-up PR, stacked on this one, fixes how the remaining tests behave: shared state, CI-vacuous tests, harness duplication.
76 lines
2.6 KiB
C#
76 lines
2.6 KiB
C#
using Xunit;
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namespace Server.Tests;
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[Collection("Sequential Server Tests")]
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public class PlayerConstructedStackingTests
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{
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// PlayerConstructed is per-instance provenance, and stack operations were written when no
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// item carried any. Merging keeps the receiver's copy of a field and splitting rebuilds one
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// half from a fixed list of fields, so a flag that is not accounted for in both places is
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// one that ordinary stacking can launder or erase.
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// Stands in for a real stackable type. LiftItemDupe builds the remainder through the
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// parameterless constructor and copies only a fixed list of fields onto it -- Stackable is
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// not on that list -- so the remainder is only stackable if the type restores it the way
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// every genuine stackable does.
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private class StackableItem : Item
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{
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public StackableItem() => Stackable = true;
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public StackableItem(Serial serial) : base(serial) => Stackable = true;
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}
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private static StackableItem MakeStack(Serial serial, int amount, bool playerConstructed) =>
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new(serial) { Amount = amount, PlayerConstructed = playerConstructed };
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[Theory]
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[InlineData(false)]
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[InlineData(true)]
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public void LiftItemDupe_CopiesPlayerConstructedToRemainder(bool playerConstructed)
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{
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var stack = MakeStack((Serial)0x1, 10, playerConstructed);
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Item remainder = null;
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try
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{
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remainder = Mobile.LiftItemDupe(stack, 4);
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Assert.NotNull(remainder);
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Assert.NotSame(stack, remainder);
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Assert.Equal(4, stack.Amount);
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Assert.Equal(6, remainder.Amount);
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Assert.Equal(playerConstructed, remainder.PlayerConstructed);
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}
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finally
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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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[Fact]
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public void SplitHalvesRemainStackableWithEachOther()
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{
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// The two halves of a split must still be one pile's worth: if the split dropped the
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// flag, the remainder would no longer stack back onto what it came from.
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var stack = MakeStack((Serial)0x1, 10, true);
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Item remainder = null;
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try
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{
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remainder = Mobile.LiftItemDupe(stack, 4);
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Assert.NotNull(remainder);
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Assert.True(stack.CanStackWith(remainder));
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Assert.True(stack.StackWith(null, remainder, false));
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Assert.Equal(10, stack.Amount);
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Assert.True(stack.PlayerConstructed);
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}
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finally
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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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}
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