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.
249 lines
7.6 KiB
C#
249 lines
7.6 KiB
C#
using Server.Items;
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using Xunit;
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namespace Server.Tests.Maps;
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/// <summary>
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/// Tests for CanFitItem which allows Surface+Impassable tiles (tables, furniture) as valid surfaces.
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/// </summary>
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[Collection("Sequential Server Tests")]
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public class CanFitItemTests
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{
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private void SkipIfNoTileData()
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{
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Skip.If(!ServerFixture.TileDataLoaded, "TileData not loaded - client files required");
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}
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[Fact]
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public void CanFitItem_InternalMapReturnsFalse()
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{
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var result = Map.Internal.CanFitItem(100, 100, 0, 1);
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Assert.False(result);
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}
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[Fact]
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public void CanFitItem_InvalidCoordinatesReturnsFalse()
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{
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var map = Map.Felucca;
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Assert.False(map.CanFitItem(-1, 100, 0, 1));
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Assert.False(map.CanFitItem(100, -1, 0, 1));
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Assert.False(map.CanFitItem(map.Width + 1, 100, 0, 1));
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Assert.False(map.CanFitItem(100, map.Height + 1, 0, 1));
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}
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// Plain walkable land in the real Felucca map. Without map files every cell is the default land
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// tile at Z 0 with no flags, which these tests treat the same way: a surface with nothing above it.
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private const int TestLandX = 1500;
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private const int TestLandY = 1600;
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[Fact]
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public void CanFitItem_LandSurfaceReturnsTrue()
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{
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var map = Map.Felucca;
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var avgZ = map.GetAverageZ(TestLandX, TestLandY);
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var result = map.CanFitItem(TestLandX, TestLandY, avgZ, 1);
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Assert.True(result, $"Expected land at Z={avgZ} to be valid surface for items");
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}
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[Fact]
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public void CanFitItem_AboveLandWithNoSurfaceReturnsFalse()
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{
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var map = Map.Felucca;
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var avgZ = map.GetAverageZ(TestLandX, TestLandY);
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// Try to place item 50 units above land with no surface there
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var result = map.CanFitItem(TestLandX, TestLandY, avgZ + 50, 1);
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Assert.False(result, "No surface 50 units above land");
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}
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[SkippableFact]
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public void CanFitItem_SurfaceImpassableMultiIsValidSurface()
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{
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SkipIfNoTileData();
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Skip.If(ServerFixture.SurfaceImpassableTileId == 0, "No Surface+Impassable tile found in TileData");
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var map = Map.Felucca;
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const int x = 1700;
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const int y = 1700;
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TestMulti multi = null;
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try
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{
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// Get the actual tile height from TileData
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var tileData = TileData.ItemTable[ServerFixture.SurfaceImpassableTileId];
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var tileHeight = tileData.CalcHeight;
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const int tileZ = 10;
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// Create a multi with a Surface+Impassable tile (like a table) at Z=10
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multi = CreateSurfaceImpassableMulti(map, new Point3D(x, y, 0), surfaceZ: tileZ);
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// CanFitItem should treat Surface+Impassable as a valid surface
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var surfaceTop = tileZ + tileHeight;
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var result = map.CanFitItem(x, y, surfaceTop, 1);
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Assert.True(result, $"Surface+Impassable tile should be valid surface for items at Z={surfaceTop}");
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}
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finally
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{
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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 CanFitItem_CanFitDoesNotAllowSurfaceImpassable()
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{
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SkipIfNoTileData();
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Skip.If(ServerFixture.SurfaceImpassableTileId == 0, "No Surface+Impassable tile found in TileData");
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var map = Map.Felucca;
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const int x = 1750;
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const int y = 1750;
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TestMulti multi = null;
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try
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{
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// Get the actual tile height from TileData
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var tileData = TileData.ItemTable[ServerFixture.SurfaceImpassableTileId];
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var tileHeight = tileData.CalcHeight;
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const int tileZ = 10;
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// Create a multi with a Surface+Impassable tile at Z=10
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multi = CreateSurfaceImpassableMulti(map, new Point3D(x, y, 0), surfaceZ: tileZ);
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var surfaceTop = tileZ + tileHeight;
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// Regular CanFit should NOT treat Surface+Impassable as valid (for comparison)
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var canFitResult = map.CanFit(x, y, surfaceTop, 1, requireSurface: true);
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// This test documents the difference between CanFit and CanFitItem
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// CanFit requires surface && !impassable
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Assert.False(canFitResult, "CanFit should NOT allow Surface+Impassable as valid surface");
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}
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finally
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{
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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 CanFitItem_NonMovableWorldItemSurfaceWorks()
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{
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SkipIfNoTileData();
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var map = Map.Felucca;
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const int x = 1800;
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const int y = 1800;
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Item surfaceItem = null;
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try
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{
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// Create a non-movable surface item (like a placed table)
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surfaceItem = new Item(ServerFixture.SurfaceTileId)
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{
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Movable = false
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};
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surfaceItem.MoveToWorld(new Point3D(x, y, 10), map);
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var itemTop = 10 + surfaceItem.ItemData.CalcHeight;
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var result = map.CanFitItem(x, y, itemTop, 1);
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Assert.True(result, $"Non-movable surface item should be valid surface at Z={itemTop}");
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}
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finally
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{
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surfaceItem?.Delete();
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}
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}
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[SkippableFact]
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public void CanFitItem_MovableWorldItemNotValidSurface()
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{
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SkipIfNoTileData();
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var map = Map.Felucca;
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const int x = 1850;
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const int y = 1850;
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Item movableItem = null;
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try
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{
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// Raised well clear of the land so the movable item's top is the only candidate surface there
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var itemZ = map.GetAverageZ(x, y) + 20;
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movableItem = new Item(ServerFixture.SurfaceTileId)
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{
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Movable = true
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};
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movableItem.MoveToWorld(new Point3D(x, y, itemZ), map);
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var itemTop = itemZ + movableItem.ItemData.CalcHeight;
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var result = map.CanFitItem(x, y, itemTop, 1);
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Assert.False(result, "Movable item should not count as valid surface");
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}
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finally
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{
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movableItem?.Delete();
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}
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}
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[SkippableFact]
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public void CanFitItem_ImpassableTileBlocksPlacement()
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{
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SkipIfNoTileData();
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var map = Map.Felucca;
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const int x = 1900;
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const int y = 1900;
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TestMulti multi = null;
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try
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{
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// Create a multi with an impassable blocker at Z=10
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multi = CreateImpassableMulti(map, new Point3D(x, y, 0), blockerZ: 10);
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// Try to place item at Z=10 (inside the blocker)
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var result = map.CanFitItem(x, y, 10, 5);
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Assert.False(result, "Should not be able to place item inside impassable tile");
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}
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finally
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{
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multi?.Delete();
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}
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}
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private TestMulti CreateSurfaceImpassableMulti(Map map, Point3D location, int surfaceZ)
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{
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// Use SurfaceImpassableTileId - a tile that has both Surface and Impassable flags
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var multi = new TestMulti(new MultiComponentList(
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[
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new MultiTileEntry(
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ServerFixture.SurfaceImpassableTileId,
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0, 0, (short)surfaceZ,
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TileFlag.Surface | TileFlag.Impassable
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)
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]));
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multi.MoveToWorld(location, map);
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return multi;
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}
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private TestMulti CreateImpassableMulti(Map map, Point3D location, int blockerZ)
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{
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var multi = new TestMulti(new MultiComponentList(
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[
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new MultiTileEntry(
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ServerFixture.ImpassableTileId,
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0, 0, (short)blockerZ,
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TileFlag.Impassable
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)
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]));
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multi.MoveToWorld(location, map);
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return multi;
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}
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}
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