ModernUO/Projects/UOContent.Tests/Tests/Engines/Pathing/Multi/HousePathRoutingTests.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

224 lines
7.6 KiB
C#

using System;
using Server.Engines.Pathing.Cache;
using Server.Items;
using Server.Mobiles;
using Server.PathAlgorithms;
using Xunit;
using Xunit.Abstractions;
using CalcMoves = Server.Movement.Movement;
namespace Server.Tests.Pathfinding;
[Collection("Sequential Pathfinding Tests")]
public class HousePathRoutingTests : IDisposable
{
private readonly ITestOutputHelper _output;
private readonly StepCacheStateScope _cacheState = new();
public HousePathRoutingTests(ITestOutputHelper output) => _output = output;
public void Dispose() => _cacheState.Dispose();
private const int MapId = 1;
[SkippableFact]
public void PathAround_NeverTraversesAWallCell()
{
TileDataRequirement.SkipIfMissing();
StepCache.Instance.Clear();
StepCache.Instance.MissPromotionThreshold = 1;
var map = Map.Maps[MapId];
Assert.NotNull(map);
// Open area with lateral room to flank a 7x7 house (verified reachable all 8 dirs).
const int hx = 1480, hy = 1620;
const int sx = 1480, sy = 1630;
const int gx = 1480, gy = 1610;
map.GetAverageZ(hx, hy, out _, out var hz, out _);
var multi = new TestMulti(0x74);
multi.MoveToWorld(new Point3D(hx, hy, (sbyte)hz), map);
var wall = MultiArt.FindWallCell(multi);
Assert.True(wall.HasValue, "non-vacuity: house must have wall cells");
var walker = new WalkerStub();
map.GetAverageZ(sx, sy, out _, out var sz, out _);
var start = new Point3D(sx, sy, (sbyte)sz);
var goal = new Point3D(gx, gy, (sbyte)sz);
walker.MoveToWorld(start, map);
try
{
var path = BitmapAStarAlgorithm.Instance.Find(walker, map, start, goal);
Assert.NotNull(path); // non-vacuity: a route around must exist
Assert.NotEmpty(path);
// Walk the path; assert it never lands on the known wall cell.
var x = sx;
var y = sy;
foreach (var dir in path)
{
CalcMoves.Offset(dir, ref x, ref y);
Assert.False(x == wall.Value.X && y == wall.Value.Y,
$"path traversed wall cell ({wall.Value.X},{wall.Value.Y})");
}
_output.WriteLine($"around house: {path.Length} steps, avoided wall");
}
finally
{
walker.Delete();
multi.Delete();
}
}
[SkippableFact]
public void Demolish_ReopensCoveredCells()
{
TileDataRequirement.SkipIfMissing();
StepCache.Instance.Clear();
var map = Map.Maps[MapId];
Assert.NotNull(map);
const int hx = 1480, hy = 1620;
map.GetAverageZ(hx, hy, out _, out var hz, out _);
var multi = new TestMulti(0x74);
multi.MoveToWorld(new Point3D(hx, hy, (sbyte)hz), map);
// Find a wall cell that is blocked purely by the multi — not by underlying static/land
// terrain. FindWallCell returns the first MCL-impassable cell, which may land over
// terrain that is itself impassable. Instead scan until we find one where the base
// terrain is passable so that after demolish the cell provably reopens.
var w = FindPureMultiWallCell(multi, map);
Assert.True(w.HasValue, "non-vacuity: house must have a wall cell over passable terrain");
var walker = new WalkerStub();
var cell = w.Value;
try
{
// Before demolish: every neighbour fails to step onto the wall cell (it is blocked).
var blockedBefore = NeighbourBlockedInto(map, walker, cell);
Assert.True(blockedBefore, "wall cell should block entry while the house stands");
multi.Delete();
// After demolish: the cell reverts to open ground; entry from a neighbour should now
// succeed in at least one direction.
StepCache.Instance.Clear();
var openAfter = !NeighbourBlockedInto(map, walker, cell);
Assert.True(openAfter, $"cell ({cell.X},{cell.Y}) should reopen after demolish");
_output.WriteLine($"demolish reopened ({cell.X},{cell.Y})");
}
finally
{
if (!multi.Deleted)
{
multi.Delete();
}
walker.Delete();
}
}
/// <summary>
/// Find the first MCL wall cell (Impassable &amp;&amp; !Surface) over terrain that is not
/// independently blocked by land or statics. Using this instead of
/// <see cref="MultiArt.FindWallCell"/> ensures the cell reopens after demolish.
/// </summary>
private static MultiArt.Cell? FindPureMultiWallCell(BaseMulti multi, Map map)
{
var mcl = multi.Components;
for (var lx = 0; lx < mcl.Width; lx++)
{
for (var ly = 0; ly < mcl.Height; ly++)
{
var hasWall = false;
var hasSurface = false;
foreach (var t in mcl.Tiles[lx][ly])
{
var data = TileData.ItemTable[t.ID & TileData.MaxItemValue];
if (data.Impassable && !data.Surface)
{
hasWall = true;
}
if (data.Surface)
{
hasSurface = true;
}
}
if (!hasWall || hasSurface)
{
continue;
}
var wx = multi.X + mcl.Min.X + lx;
var wy = multi.Y + mcl.Min.Y + ly;
// Check the underlying terrain is not independently impassable.
if (IsTerrainBlocked(map, wx, wy))
{
continue;
}
return new MultiArt.Cell(wx, wy);
}
}
return null;
}
/// <summary>
/// Returns true if land tile or any static tile (non-multi) at (x,y) is impassable.
/// </summary>
private static bool IsTerrainBlocked(Map map, int x, int y)
{
var lt = map.Tiles.GetLandTile(x, y);
if (!lt.Ignored)
{
var landData = TileData.LandTable[lt.ID & TileData.MaxLandValue];
if ((landData.Flags & TileFlag.Impassable) != 0)
{
return true;
}
}
foreach (var tile in map.Tiles.GetStaticTiles(x, y))
{
var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
if (data.Impassable)
{
return true;
}
}
return false;
}
// True if EVERY in-range neighbour fails to step into target (target is blocked).
private static bool NeighbourBlockedInto(Map map, Mobile walker, MultiArt.Cell target)
{
for (var d = 0; d < 8; d++)
{
var nx = target.X;
var ny = target.Y;
CalcMoves.Offset((Direction)((d + 4) & 7), ref nx, ref ny);
if (nx < 0 || ny < 0 || nx >= map.Width || ny >= map.Height)
{
continue;
}
map.GetAverageZ(nx, ny, out _, out var nz, out _);
walker.MoveToWorld(new Point3D(nx, ny, (sbyte)nz), map);
if (CalcMoves.CheckMovement(walker, map, walker.Location, (Direction)d, out _))
{
var tx = nx;
var ty = ny;
CalcMoves.Offset((Direction)d, ref tx, ref ty);
if (tx == target.X && ty == target.Y)
{
return false; // an entry succeeded → not blocked
}
}
}
return true;
}
}