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.
163 lines
5.3 KiB
C#
163 lines
5.3 KiB
C#
using Xunit;
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namespace Server.Tests.Maps;
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/// <summary>
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/// Tests for CanSpawnMobile that don't require TileData (client files).
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/// For tests that require client files, see CanSpawnMobileTileDataTests.
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/// </summary>
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[Collection("Sequential Server Tests")]
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public class CanSpawnMobileTests
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{
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[Fact]
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public void CanSpawnMobile_InternalMapReturnsFalse()
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{
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var result = Map.Internal.CanSpawnMobile(100, 100, -128, 127, false, false, out var spawnZ);
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Assert.False(result);
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Assert.Equal(0, spawnZ);
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}
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[Fact]
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public void CanSpawnMobile_InvalidCoordinatesReturnsFalse()
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{
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var map = Map.Felucca;
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Assert.False(map.CanSpawnMobile(-1, 100, -128, 127, false, false, out _));
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Assert.False(map.CanSpawnMobile(100, -1, -128, 127, false, false, out _));
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Assert.False(map.CanSpawnMobile(map.Width + 1, 100, -128, 127, false, false, out _));
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Assert.False(map.CanSpawnMobile(100, map.Height + 1, -128, 127, false, false, out _));
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}
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// Plain walkable land near Britain in the real Felucca map. Without map files every cell is the
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// default land tile at Z 0 with no flags, which CanSpawnMobile treats the same way: walkable, not water.
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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 CanSpawnMobile_EmptyLocationWithLandReturnsTrue()
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{
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var map = Map.Felucca;
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// Test with full Z range to find land
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var result = map.CanSpawnMobile(TestLandX, TestLandY, -128, 127, false, false, out _);
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// Should find a valid spawn point (land surface)
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Assert.True(result, $"Expected to find valid spawn point on land at ({TestLandX}, {TestLandY})");
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}
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[Fact]
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public void CanSpawnMobile_ZRangeExcludingLandFails()
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{
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var map = Map.Felucca;
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map.GetAverageZ(TestLandX, TestLandY, out _, out var avgZ, out _);
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// Use a Z range that excludes the land surface (50+ units above land)
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var result = map.CanSpawnMobile(TestLandX, TestLandY, avgZ + 50, avgZ + 100, false, false, out _);
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Assert.False(result, $"Expected no spawn point above land at Z={avgZ}");
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}
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[Fact]
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public void CanSpawnMobile_CantWalkSkipsLandSurface()
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{
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var map = Map.Felucca;
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// cantWalk=true means the mob can only swim, so land shouldn't be valid
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var result = map.CanSpawnMobile(TestLandX, TestLandY, -128, 127, false, true, out _);
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Assert.False(result, "cantWalk=true should not find land as valid surface");
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}
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[Fact]
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public void CanSpawnMobile_MobileBlocksSpawn()
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{
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var map = Map.Felucca;
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// Use the same test coordinates
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map.GetAverageZ(TestLandX, TestLandY, out _, out var landZ, out _);
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Mobile blockingMobile = null;
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try
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{
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// Create a mobile at the land surface
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blockingMobile = new TestMobile();
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blockingMobile.MoveToWorld(new Point3D(TestLandX, TestLandY, landZ), map);
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// The mobile should block spawning at its location and Z
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var result = map.CanSpawnMobile(TestLandX, TestLandY, landZ - 16, landZ + 16, false, false, out _);
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// Land surface is blocked by mobile at the same Z
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Assert.False(result, "Mobile should block spawn at same location");
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}
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finally
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{
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blockingMobile?.Delete();
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}
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}
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[Fact]
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public void CanSpawnMobile_HiddenGMDoesNotBlock()
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{
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var map = Map.Felucca;
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// Use slightly different coordinates to avoid test interference
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const int x = TestLandX + 10;
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const int y = TestLandY + 10;
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map.GetAverageZ(x, y, out _, out var landZ, out _);
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Mobile gm = null;
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try
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{
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// Create a hidden GM mobile
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gm = new TestMobile
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{
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AccessLevel = AccessLevel.GameMaster,
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Hidden = true
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};
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gm.MoveToWorld(new Point3D(x, y, landZ), map);
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// Hidden GM should not block spawning
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var result = map.CanSpawnMobile(x, y, landZ - 16, landZ + 16, false, false, out _);
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Assert.True(result, "Hidden GM should not block spawn");
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}
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finally
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{
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gm?.Delete();
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}
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}
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[Fact]
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public void CanSpawnMobile_MobileAtDifferentZDoesNotBlock()
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{
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var map = Map.Felucca;
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// Use slightly different coordinates to avoid test interference
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const int x = TestLandX + 20;
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const int y = TestLandY + 20;
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map.GetAverageZ(x, y, out _, out var landZ, out _);
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Mobile blockingMobile = null;
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try
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{
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// Create a mobile at Z=landZ+50 (far above the land)
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blockingMobile = new TestMobile();
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blockingMobile.MoveToWorld(new Point3D(x, y, landZ + 50), map);
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// Land should still be valid (mobile above doesn't block ground level)
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var result = map.CanSpawnMobile(x, y, landZ - 16, landZ + 16, false, false, out _);
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Assert.True(result, "Mobile at different Z should not block");
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}
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finally
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{
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blockingMobile?.Delete();
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}
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}
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private class TestMobile : Mobile
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{
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public TestMobile()
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{
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AccessLevel = AccessLevel.Player;
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Hidden = false;
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}
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}
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}
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