ModernUO/Projects/UOContent.Tests/Tests/Engines/Pathing/BitmapAStarAlgorithmTests.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

441 lines
16 KiB
C#

using System;
using Server.Engines.Pathing.Cache;
using Server.Mobiles;
using Server.PathAlgorithms;
using Server.Systems.FeatureFlags;
using Xunit;
using Xunit.Abstractions;
namespace Server.Tests.Pathfinding;
/// <summary>
/// Smoke tests for <see cref="BitmapAStarAlgorithm"/>'s two branches: cache-direct fast
/// path (default walkers) and per-cell slow path (capability creatures and non-GM players).
/// Exercised end-to-end against the real Trammel TileMatrix to ensure neither regresses
/// to "no path found" on reachable goals.
/// </summary>
[Collection("Sequential Pathfinding Tests")]
public class BitmapAStarAlgorithmTests : IDisposable
{
private readonly ITestOutputHelper _output;
private readonly StepCacheStateScope _cacheState = new();
public BitmapAStarAlgorithmTests(ITestOutputHelper output)
{
_output = output;
}
public void Dispose() => _cacheState.Dispose();
[Theory]
// Pinned cell (1500, 1600, z=10): mask=0xC1 → N, W, NW walkable.
// Use start.Z for goal.Z so destNode lands in the same Z plane the algorithm reaches
// during expansion (GetAverageZ at the goal cell may differ from the engine's
// runtime-computed standing Z, which would break the destNode equality check).
[InlineData(1500, 1600, 1498, 1598)] // NW, 2 cells diagonal
[InlineData(1500, 1600, 1497, 1599)] // NW-ish, 3 W + 1 N
public void DefaultWalker_FindsPath_ViaCacheFastPath(int sx, int sy, int gx, int gy)
{
StepCache.Instance.Clear();
StepCache.Instance.MissPromotionThreshold = 1;
var map = Map.Maps[1];
Assert.NotNull(map);
var stub = new WalkerStub();
map.GetAverageZ(sx, sy, out _, out var startZ, out _);
var start = new Point3D(sx, sy, (sbyte)startZ);
var goal = new Point3D(gx, gy, (sbyte)startZ);
stub.MoveToWorld(start, map);
var statsBefore = StepCache.Instance.GetStats();
var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
var statsAfter = StepCache.Instance.GetStats();
stub.Delete();
Assert.NotNull(result);
Assert.NotEmpty(result);
Assert.True(statsAfter.BuildsTotal > statsBefore.BuildsTotal,
"a default walker should expand through the cache, not the slow path");
_output.WriteLine($"default-walker ({sx},{sy})->({gx},{gy}): {result.Length} steps");
}
[Theory]
[InlineData(1500, 1600, 1498, 1598)] // NW, 2 cells diagonal
[InlineData(1500, 1600, 1497, 1599)] // NW-ish, 3 W + 1 N
public void SwimCreature_FindsPath_ViaCacheCapabilityOverlay(int sx, int sy, int gx, int gy)
{
StepCache.Instance.Clear();
StepCache.Instance.MissPromotionThreshold = 1;
var map = Map.Maps[1];
Assert.NotNull(map);
var stub = new BareCreatureStub(World.NewMobile);
stub.DefaultMobileInit();
stub.CanSwim = true; // overlay route — cache + (walkMask | wetMask&canSwim)
map.GetAverageZ(sx, sy, out _, out var startZ, out _);
var start = new Point3D(sx, sy, (sbyte)startZ);
var goal = new Point3D(gx, gy, (sbyte)startZ);
stub.MoveToWorld(start, map);
var statsBefore = StepCache.Instance.GetStats();
var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
var statsAfter = StepCache.Instance.GetStats();
stub.Delete();
Assert.NotNull(result);
Assert.NotEmpty(result);
Assert.True(statsAfter.BuildsTotal > statsBefore.BuildsTotal,
"CanSwim creature should use the cache via capability overlay, not the slow path");
_output.WriteLine($"swimmer ({sx},{sy})->({gx},{gy}): {result.Length} steps");
}
[Fact]
public void DynamicObstaclePass_RejectsCellOccupiedByLivingMobile()
{
StepCache.Instance.Clear();
var map = Map.Maps[1];
Assert.NotNull(map);
// (1500, 1600) walks N/W/NW only (mask=0xC1). Path NW two cells; plant a blocker
// on the direct NW step so the algorithm must route via N→W or W→N around it.
var sx = 1500;
var sy = 1600;
var gx = 1498;
var gy = 1598;
var blockX = 1499;
var blockY = 1599;
map.GetAverageZ(sx, sy, out _, out var startZ, out _);
var start = new Point3D(sx, sy, (sbyte)startZ);
var goal = new Point3D(gx, gy, (sbyte)startZ);
var walker = new WalkerStub();
walker.MoveToWorld(start, map);
// Living blocker on the only direct-line cell. CanMoveOver returns false for an
// alive non-staff mobile, so the dynamic-obstacle pass must reject this cell.
map.GetAverageZ(blockX, blockY, out _, out var blockZ, out _);
var blocker = new WalkerStub();
blocker.MoveToWorld(new Point3D(blockX, blockY, (sbyte)blockZ), map);
var result = BitmapAStarAlgorithm.Instance.Find(walker, map, start, goal);
// Path may exist via an alternate route, but must NOT pass through the blocker.
Assert.NotNull(result);
var x = sx;
var y = sy;
foreach (var dir in result)
{
Movement.Movement.Offset(dir, ref x, ref y);
Assert.False(x == blockX && y == blockY,
$"path traversed blocker cell ({blockX},{blockY})");
}
walker.Delete();
blocker.Delete();
}
[SkippableFact]
public void DynamicObstaclePass_RejectsCellOccupiedByImpassableItem()
{
TileDataRequirement.SkipIfMissing();
StepCache.Instance.Clear();
var map = Map.Maps[1];
Assert.NotNull(map);
// Same NW-around-blocker scenario as the mobile-blocker test, but with an item.
var sx = 1500;
var sy = 1600;
var gx = 1498;
var gy = 1598;
var blockX = 1499;
var blockY = 1599;
var blockerItemId = TestTiles.FirstImpassableItemId();
Assert.NotEqual<ushort>(0, blockerItemId);
map.GetAverageZ(sx, sy, out _, out var startZ, out _);
var start = new Point3D(sx, sy, (sbyte)startZ);
var goal = new Point3D(gx, gy, (sbyte)startZ);
var walker = new WalkerStub();
walker.MoveToWorld(start, map);
map.GetAverageZ(blockX, blockY, out _, out var blockZ, out _);
var blocker = new Item(World.NewItem)
{
ItemID = blockerItemId,
Map = map,
Location = new Point3D(blockX, blockY, (sbyte)blockZ)
};
var result = BitmapAStarAlgorithm.Instance.Find(walker, map, start, goal);
Assert.NotNull(result);
var x = sx;
var y = sy;
foreach (var dir in result)
{
Movement.Movement.Offset(dir, ref x, ref y);
Assert.False(x == blockX && y == blockY,
$"path traversed item-blocker cell ({blockX},{blockY})");
}
walker.Delete();
blocker.Delete();
}
[Fact]
public void FeatureFlagDisabled_RoutesToSlowPath_NoCacheUse()
{
StepCache.Instance.Clear();
var map = Map.Maps[1];
Assert.NotNull(map);
var stub = new WalkerStub();
map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
var start = new Point3D(1500, 1600, (sbyte)startZ);
var goal = new Point3D(1498, 1598, (sbyte)startZ);
stub.MoveToWorld(start, map);
var statsBefore = StepCache.Instance.GetStats();
ContentFeatureFlags.BitmapPathfindingCache = false;
var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
var statsAfter = StepCache.Instance.GetStats();
stub.Delete();
Assert.NotNull(result);
Assert.NotEmpty(result);
Assert.Equal(statsBefore.BuildsTotal, statsAfter.BuildsTotal);
}
[Fact]
public void FlyCreature_RoutesToSlowPath_NoCacheUse()
{
StepCache.Instance.Clear();
var map = Map.Maps[1];
var stub = new FlyingStub(World.NewMobile);
stub.DefaultMobileInit();
map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
var start = new Point3D(1500, 1600, (sbyte)startZ);
var goal = new Point3D(1498, 1598, (sbyte)startZ);
stub.MoveToWorld(start, map);
var statsBefore = StepCache.Instance.GetStats();
var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
var statsAfter = StepCache.Instance.GetStats();
stub.Delete();
Assert.NotNull(result);
Assert.NotEmpty(result);
Assert.Equal(statsBefore.BuildsTotal, statsAfter.BuildsTotal);
}
[Fact]
public void NonGmPlayer_UsesCache_WithStrictDiagonalRule()
{
StepCache.Instance.Clear();
StepCache.Instance.MissPromotionThreshold = 1;
var map = Map.Maps[1];
Assert.NotNull(map);
var stub = new PlayerStub();
map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
var start = new Point3D(1500, 1600, (sbyte)startZ);
var goal = new Point3D(1498, 1598, (sbyte)startZ);
stub.MoveToWorld(start, map);
var statsBefore = StepCache.Instance.GetStats();
var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
var statsAfter = StepCache.Instance.GetStats();
stub.Delete();
Assert.NotNull(result);
Assert.NotEmpty(result);
// BuildsTotal increments on every chunk build, which happens only when the cache
// is queried. Slow path never touches the cache.
Assert.True(statsAfter.BuildsTotal > statsBefore.BuildsTotal,
"Non-GM player should use the cache, not the slow path");
}
[Fact]
public void DoorCreature_UsesCache_NotSlowPath()
{
StepCache.Instance.Clear();
StepCache.Instance.MissPromotionThreshold = 1;
var map = Map.Maps[1];
var stub = new DoorOpenerStub(World.NewMobile);
stub.DefaultMobileInit();
map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
var start = new Point3D(1500, 1600, (sbyte)startZ);
var goal = new Point3D(1498, 1598, (sbyte)startZ);
stub.MoveToWorld(start, map);
var statsBefore = StepCache.Instance.GetStats();
var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
var statsAfter = StepCache.Instance.GetStats();
stub.Delete();
Assert.NotNull(result);
Assert.NotEmpty(result);
Assert.True(statsAfter.BuildsTotal > statsBefore.BuildsTotal,
"CanOpenDoors creature should use the cache (doors are dynamic items)");
}
[Fact]
public void ObstacleCreature_UsesCache_NotSlowPath()
{
StepCache.Instance.Clear();
StepCache.Instance.MissPromotionThreshold = 1;
var map = Map.Maps[1];
var stub = new ObstacleClimberStub(World.NewMobile);
stub.DefaultMobileInit();
map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
var start = new Point3D(1500, 1600, (sbyte)startZ);
var goal = new Point3D(1498, 1598, (sbyte)startZ);
stub.MoveToWorld(start, map);
var statsBefore = StepCache.Instance.GetStats();
var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
var statsAfter = StepCache.Instance.GetStats();
stub.Delete();
Assert.NotNull(result);
Assert.NotEmpty(result);
Assert.True(statsAfter.BuildsTotal > statsBefore.BuildsTotal,
"CanMoveOverObstacles creature should use the cache (movables are dynamic items)");
}
// ---------------------------------------------------------------------------------
// Promotion-gate integration tests. These exercise BitmapAStarAlgorithm.Find()
// end-to-end against the live StepCache to prove the per-Find generation gate
// actually defers BuildChunk on a single pathfind. They duplicate behavior that
// unit tests cover at the cache layer; the value is end-to-end verification that
// the bench-relevant scenario (single Find on cleared cache) skips builds entirely.
// TODO: REMOVE these two tests once PR-6's gate is proven stable in production BDN.
// ---------------------------------------------------------------------------------
[Fact]
public void Find_SinglePathfindOnClearedCache_DoesNotBuildAnyChunk()
{
StepCache.Instance.Clear();
StepCache.Instance.MissPromotionThreshold = 2;
var map = Map.Maps[1];
var stub = new WalkerStub();
map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
var start = new Point3D(1500, 1600, (sbyte)startZ);
var goal = new Point3D(1498, 1598, (sbyte)startZ);
stub.MoveToWorld(start, map);
var result = BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
var stats = StepCache.Instance.GetStats();
stub.Delete();
Assert.NotNull(result);
Assert.Equal(0L, stats.BuildsTotal);
Assert.True(stats.FallthroughNotBuilt > 0L,
$"expected fallthrough on every chunk touched once; got 0 (residents={stats.ResidentChunks})");
_output.WriteLine(
$"single-Find gate: builds={stats.BuildsTotal} fallthrough_not_built={stats.FallthroughNotBuilt}"
);
}
[Fact]
public void Find_TwoPathfindsOverlappingChunks_PromoteToBuildOnSecondFind()
{
StepCache.Instance.Clear();
StepCache.Instance.MissPromotionThreshold = 2;
// Pinned: promotion needs both Finds inside the window, and Linux's coarse TickCount can
// step several ms between two back-to-back Finds.
StepCache.Instance.MissPromotionWindowMs = 30_000;
var map = Map.Maps[1];
var stub = new WalkerStub();
map.GetAverageZ(1500, 1600, out _, out var startZ, out _);
var start = new Point3D(1500, 1600, (sbyte)startZ);
var goal = new Point3D(1498, 1598, (sbyte)startZ);
stub.MoveToWorld(start, map);
// Find #1: first time anyone touches these chunks. Gate defers; no builds.
BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
var afterFirst = StepCache.Instance.GetStats();
Assert.Equal(0L, afterFirst.BuildsTotal);
// Find #2: same path; chunks now hit their second distinct Find inside the window.
// Gate promotes — at least one BuildChunk fires.
BitmapAStarAlgorithm.Instance.Find(stub, map, start, goal);
var afterSecond = StepCache.Instance.GetStats();
stub.Delete();
Assert.True(afterSecond.BuildsTotal > 0L,
$"second Find through overlapping chunks must promote (got {afterSecond.BuildsTotal} builds)");
_output.WriteLine(
$"two-Find gate: first builds={afterFirst.BuildsTotal} second builds={afterSecond.BuildsTotal}"
);
}
/// <summary>
/// Mobile with Player=true and default AccessLevel (Player). Triggers the strict
/// AND-rule for diagonal corner-cut while still using the cache.
/// </summary>
private sealed class PlayerStub : Mobile
{
public PlayerStub()
{
Body = 0xC9;
Player = true;
}
}
/// <summary>
/// BaseCreature with CanFly=true — RequiresSlowPath returns true (Z-jumping is beyond
/// the cache's static-only scope), so GetSuccessors short-circuits to the slow path.
/// </summary>
private sealed class FlyingStub : BaseCreature
{
public FlyingStub(Serial serial) : base(serial)
{
Body = 0xC9;
}
public override bool CanFly => true;
}
private sealed class DoorOpenerStub : BaseCreature
{
public DoorOpenerStub(Serial serial) : base(serial)
{
Body = 0xC9;
}
public override bool CanOpenDoors => true;
}
private sealed class ObstacleClimberStub : BaseCreature
{
public ObstacleClimberStub(Serial serial) : base(serial)
{
Body = 0xC9;
}
public override bool CanMoveOverObstacles => true;
}
}