ModernUO/Projects/Server.Tests/Tests/Maps/CanSpawnMobileTileDataTests.cs
Kamron Batman 00134cac33
test: fix shared state, CI-vacuous tests and harness duplication (#2722)
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.
2026-10-18 20:11:33 -07:00

270 lines
7.9 KiB
C#

using Server.Items;
using Xunit;
namespace Server.Tests.Maps;
/// <summary>
/// Tests for CanSpawnMobile that require TileData (client files) to be loaded.
/// These tests will be skipped if client files are not available.
/// Configure client path via MODERNUO_CLIENT_PATH environment variable or place files at C:\Ultima Online Classic.
/// </summary>
[Collection("Sequential Server Tests")]
public class CanSpawnMobileTileDataTests
{
private void SkipIfNoTileData()
{
Skip.If(!ServerFixture.TileDataLoaded, "TileData not loaded - client files required");
}
[SkippableFact]
public void CanSpawnMobile_FindsLowestValidSurface()
{
SkipIfNoTileData();
var map = Map.Felucca;
const int x = 1200;
const int y = 1200;
TestMulti multi = null;
try
{
// Create a multi with floors at Z=10 and Z=50
// Need 16+ units between floors for mobile clearance
multi = CreateTwoFloorMulti(map, new Point3D(x, y, 0), floor1Z: 10, floor2Z: 50);
var result = map.CanSpawnMobile(x, y, 5, 60, false, false, out var spawnZ);
Assert.True(result);
// Should find the lowest floor (around Z=10 + tile height)
Assert.True(spawnZ <= 20, $"Expected lowest floor around Z=10-15, got {spawnZ}");
}
finally
{
multi?.Delete();
}
}
[SkippableFact]
public void CanSpawnMobile_ZRangeSelectsCorrectFloor()
{
SkipIfNoTileData();
var map = Map.Felucca;
const int x = 1300;
const int y = 1300;
TestMulti multi = null;
try
{
// Create a multi with floors at Z=10 and Z=50
// Need 16+ units between floors for mobile clearance
multi = CreateTwoFloorMulti(map, new Point3D(x, y, 0), floor1Z: 10, floor2Z: 50);
// Request Z range that only includes the second floor
var result = map.CanSpawnMobile(x, y, 45, 60, false, false, out var spawnZ);
Assert.True(result);
Assert.True(spawnZ >= 45 && spawnZ <= 60, $"Expected second floor around Z=50, got {spawnZ}");
}
finally
{
multi?.Delete();
}
}
[SkippableFact]
public void CanSpawnMobile_LowCeilingBlocksSpawn()
{
SkipIfNoTileData();
var map = Map.Felucca;
const int x = 1400;
const int y = 1400;
TestMulti multi = null;
try
{
// Create a multi with floor at Z=20 and ceiling at Z=28 (only 8 units clearance)
// Mobile height is 16, so this should block
multi = CreateFloorWithCeilingMulti(map, new Point3D(x, y, 0), floorZ: 20, ceilingZ: 28);
// The low ceiling should block spawning (need 16 units clearance for mobiles)
var result = map.CanSpawnMobile(x, y, 15, 35, false, false, out _);
Assert.False(result);
}
finally
{
multi?.Delete();
}
}
[SkippableFact]
public void CanSpawnMobile_HighCeilingAllowsSpawn()
{
SkipIfNoTileData();
var map = Map.Felucca;
const int x = 1450;
const int y = 1450;
TestMulti multi = null;
try
{
// Create a multi with floor at Z=20 and ceiling at Z=50 (30 units clearance)
multi = CreateFloorWithCeilingMulti(map, new Point3D(x, y, 0), floorZ: 20, ceilingZ: 50);
var result = map.CanSpawnMobile(x, y, 15, 35, false, false, out _);
Assert.True(result);
}
finally
{
multi?.Delete();
}
}
[SkippableFact]
public void CanSpawnMobile_BlockerOutsideZRangeIgnored()
{
SkipIfNoTileData();
var map = Map.Felucca;
const int x = 1475;
const int y = 1475;
TestMulti multi = null;
try
{
// Create a multi with floor at Z=20 and a blocker at Z=100 (outside our search range)
multi = CreateFloorWithCeilingMulti(map, new Point3D(x, y, 0), floorZ: 20, ceilingZ: 100);
// The blocker at Z=100 shouldn't affect spawning in range 15-35
var result = map.CanSpawnMobile(x, y, 15, 35, false, false, out _);
Assert.True(result);
}
finally
{
multi?.Delete();
}
}
[SkippableFact]
public void CanSpawnMobile_WaterSurfaceForSwimmingMob()
{
SkipIfNoTileData();
var map = Map.Felucca;
const int x = 1550;
const int y = 1550;
TestMulti multi = null;
try
{
// Create a multi with a water tile at Z=0
multi = CreateWaterMulti(map, new Point3D(x, y, 0), waterZ: 0);
// canSwim=true should find the water surface
var result = map.CanSpawnMobile(x, y, -10, 10, true, false, out _);
Assert.True(result);
}
finally
{
multi?.Delete();
}
}
[SkippableFact]
public void CanSpawnMobile_WorldItemSurfaceWorks()
{
SkipIfNoTileData();
var map = Map.Felucca;
const int x = 1650;
const int y = 1650;
Item surfaceItem = null;
try
{
// Create a non-movable item that acts as a surface using a real surface tile ID
surfaceItem = new Item(ServerFixture.SurfaceTileId)
{
Movable = false
};
surfaceItem.MoveToWorld(new Point3D(x, y, 10), map);
var result = map.CanSpawnMobile(x, y, 5, 30, false, false, out _);
// Should find either land at Z=0 or the item surface, whichever is lowest
Assert.True(result);
}
finally
{
surfaceItem?.Delete();
}
}
private TestMulti CreateFloorMulti(Map map, Point3D location, int floorZ)
{
var multi = new TestMulti(CreateFloorComponents(floorZ));
multi.MoveToWorld(location, map);
return multi;
}
private TestMulti CreateTwoFloorMulti(Map map, Point3D location, int floor1Z, int floor2Z)
{
var multi = new TestMulti(CreateTwoFloorComponents(floor1Z, floor2Z));
multi.MoveToWorld(location, map);
return multi;
}
private TestMulti CreateFloorWithCeilingMulti(Map map, Point3D location, int floorZ, int ceilingZ)
{
var multi = new TestMulti(CreateFloorWithCeilingComponents(floorZ, ceilingZ));
multi.MoveToWorld(location, map);
return multi;
}
private TestMulti CreateWaterMulti(Map map, Point3D location, int waterZ)
{
var multi = new TestMulti(CreateWaterComponents(waterZ));
multi.MoveToWorld(location, map);
return multi;
}
private MultiComponentList CreateFloorComponents(int floorZ)
{
return new MultiComponentList(
[
new MultiTileEntry(ServerFixture.SurfaceTileId, 0, 0, (short)floorZ, TileFlag.Surface)
]);
}
private MultiComponentList CreateTwoFloorComponents(int floor1Z, int floor2Z)
{
return new MultiComponentList(
[
new MultiTileEntry(ServerFixture.SurfaceTileId, 0, 0, (short)floor1Z, TileFlag.Surface),
new MultiTileEntry(ServerFixture.SurfaceTileId, 0, 0, (short)floor2Z, TileFlag.Surface)
]);
}
private MultiComponentList CreateFloorWithCeilingComponents(int floorZ, int ceilingZ)
{
return new MultiComponentList(
[
new MultiTileEntry(ServerFixture.SurfaceTileId, 0, 0, (short)floorZ, TileFlag.Surface),
new MultiTileEntry(ServerFixture.ImpassableTileId, 0, 0, (short)ceilingZ, TileFlag.Impassable)
]);
}
private MultiComponentList CreateWaterComponents(int waterZ)
{
return new MultiComponentList(
[
new MultiTileEntry(ServerFixture.WetTileId, 0, 0, (short)waterZ, TileFlag.Wet)
]);
}
}