## Summary Many tests proved a specific change when it landed but don't need to run on every CI build forever. This removes **202 test methods and 9 files: 313 test cases, 2,247 → 1,934**. UOContent.Tests drops from about 14s to about 5s locally. Removed: - **Tautologies.** Asserting a constant, a constructor readback or a trivial getter, or testing BCL behavior. - **Exact duplicates** of a surviving test on the same code path. - **Obsolete regressions** whose failure can no longer be expressed. - **Game-content values** shard owners customize (era drop rates, loot and skill tables, single-creature tuning). Each customization would otherwise force a test fix. ## How it was decided 1. Every test was classified, with a reason, by a per-shard sweep over all 287 test files. 2. Each proposed deletion was then checked by a second, adversarial reviewer against the surviving tests and the production code. 3. Anything that was the only coverage of a separate code path was **kept**, even where it looked like a duplicate. Examples: the unsigned `SpanReader`/`SpanWriter` methods, the at-location versus bounds enumerators, null-map enumerables, the security filters, archive-journal state transitions. About 130 proposed deletions were rejected this way. Whole files removed: - `FishingTests`, apart from 3 tests: the map-edge scan, serpent cleanup, and SOS chest consumption. The SOS test now stops at the first chest instead of measuring a catch rate. The multi-million-cast rate simulations are gone. - `LordOaksTests` and `MeerEnragedTests` (single-creature tests). - `AutoArchiveHelperTests`, `JsonDiscoverableTypeAttributeTests`, `DecimalSerializationTests` and `EnumConversionTests` (tautologies, or tests of their own local helpers). - `NetworkStatsTests`. - `MigratedDataLoadTests` (a subset of `AllSpawnFilesLoadTests`). - `SpawnerFixtureCapture`: a capture tool, not a test, and its `version == 12` assert can no longer pass. The `.bin` fixtures it produced stay. ## Tests - Server.Tests: 811 pass. - UOContent.Tests: 1,123 pass. A follow-up PR, stacked on this one, fixes how the remaining tests behave: shared state, CI-vacuous tests, harness duplication.
133 lines
5.5 KiB
C#
133 lines
5.5 KiB
C#
using Server.Engines.Pathing.Cache;
|
|
using Server.Items;
|
|
using Xunit;
|
|
|
|
namespace Server.Tests.Pathfinding;
|
|
|
|
[Collection("Sequential Pathfinding Tests")]
|
|
public class MultiEdgeCaseTests
|
|
{
|
|
private const int MapId = 1; // Trammel
|
|
private const int GuildHouseId = 0x74;
|
|
|
|
// GuildHouse placement (mirrors MultiMaskSynthesisTests) — open Trammel ground.
|
|
private const int HouseX = 1480;
|
|
private const int HouseY = 1620;
|
|
|
|
// Open water in the south-Britain bay (mirrors BoatPathTests).
|
|
private const int BoatMultiId = 0x0; // SmallBoat North heading
|
|
private const int WaterX = 1450;
|
|
private const int WaterY = 1770;
|
|
private const sbyte DeckZ = 0; // boat deck floor tiles stand at world Z 0 (not the water avgZ)
|
|
|
|
/// <summary>
|
|
/// Two overlapping GuildHouse multis whose footprints intersect. At the stacked cells
|
|
/// <c>GetStaticAndMultiTiles</c> yields tiles from BOTH multis; the synthesizer must still
|
|
/// agree with CheckMovement everywhere over the union footprint + halo.
|
|
/// </summary>
|
|
[SkippableFact]
|
|
public void OverlappingMultis_SynthesizerMatchesCheckMovement()
|
|
{
|
|
TileDataRequirement.SkipIfMissing();
|
|
StepCache.Instance.Clear();
|
|
var map = Map.Maps[MapId];
|
|
|
|
map.GetAverageZ(HouseX, HouseY, out _, out var z, out _);
|
|
var locA = new Point3D(HouseX, HouseY, (sbyte)z);
|
|
// Origins 3 tiles apart on X so the GuildHouse footprints overlap.
|
|
var locB = new Point3D(HouseX + 3, HouseY, (sbyte)z);
|
|
|
|
var multiA = new TestMulti(GuildHouseId);
|
|
var multiB = new TestMulti(GuildHouseId);
|
|
try
|
|
{
|
|
multiA.MoveToWorld(locA, map);
|
|
multiB.MoveToWorld(locB, map);
|
|
|
|
// Non-vacuity: prove the two footprints actually intersect at the chosen 3-tile
|
|
// separation. The per-sweep touchedMulti guard only proves each multi touched its OWN
|
|
// footprint; without this, "overlapping" would be an unverified comment.
|
|
var overlap = MultiArt.FootprintCells(multiA);
|
|
var setB = new System.Collections.Generic.HashSet<MultiArt.Cell>(MultiArt.FootprintCells(multiB));
|
|
overlap.RemoveAll(c => !setB.Contains(c));
|
|
Assert.NotEmpty(overlap); // the two footprints must actually intersect, else the test is meaningless
|
|
|
|
// The synthesizer must match the oracle over BOTH footprints (each sweep crosses
|
|
// the shared, doubly-covered cells).
|
|
MultiTestSupport.AssertSynthesizerMatchesCheckMovement(multiA, map);
|
|
MultiTestSupport.AssertSynthesizerMatchesCheckMovement(multiB, map);
|
|
}
|
|
finally
|
|
{
|
|
multiA.Delete();
|
|
multiB.Delete();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// A boat placed over open water: deck surface tiles are walkable, surrounding water blocks
|
|
/// the (non-swimming) walker. Exercises the synthesizer over water-adjacent deck-edge geometry.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The boat is placed at Z=0 (the deck's world Z), NOT at the water average Z (-15 here).
|
|
/// The deck floor tiles stand at world Z 0, so a non-swimming walker only finds walkable
|
|
/// transitions when the sweep origin Z equals the deck Z. Placing at the water avgZ makes the
|
|
/// sweep vacuous ("no walkable transitions") because the deck is 15 tiles overhead and water
|
|
/// blocks the rest — that vacuity is a fixture concern, not a synthesizer divergence (the
|
|
/// synthesizer agrees with the oracle at every direction either way).
|
|
/// </remarks>
|
|
[SkippableFact]
|
|
public void BoatOverWater_SynthesizerMatchesCheckMovement()
|
|
{
|
|
TileDataRequirement.SkipIfMissing();
|
|
StepCache.Instance.Clear();
|
|
var map = Map.Maps[MapId];
|
|
|
|
var boat = new TestMulti(BoatMultiId);
|
|
boat.MoveToWorld(new Point3D(WaterX, WaterY, DeckZ), map);
|
|
try
|
|
{
|
|
MultiTestSupport.AssertSynthesizerMatchesCheckMovement(boat, map);
|
|
}
|
|
finally
|
|
{
|
|
boat.Delete();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Redesign a foundation in place (Internalize -> swap MCL -> MoveToWorld back, the same
|
|
/// re-registration pattern HouseFoundation uses on commit) and assert the synthesizer reads
|
|
/// the LIVE, post-redesign <c>Components</c> — i.e. it matches CheckMovement on the NEW shape.
|
|
/// </summary>
|
|
[SkippableFact]
|
|
public void RedesignedFoundation_SynthesizerMatchesNewFootprint()
|
|
{
|
|
TileDataRequirement.SkipIfMissing();
|
|
StepCache.Instance.Clear();
|
|
var map = Map.Maps[MapId];
|
|
|
|
var foundation = new SwappableFoundation(GuildHouseId);
|
|
map.GetAverageZ(HouseX, HouseY, out _, out var z, out _);
|
|
var loc = new Point3D(HouseX, HouseY, (sbyte)z);
|
|
foundation.MoveToWorld(loc, map);
|
|
try
|
|
{
|
|
// Redesign, RE-REGISTERED so sectors track the new footprint (model a real commit).
|
|
// Internalize() fires Map.OnLeave (removes the OLD footprint's registration); we swap
|
|
// the MCL and MoveToWorld back, firing Map.OnEnter -> AddMulti against the new shape.
|
|
foundation.Internalize();
|
|
foundation.Redesign(MultiData.GetComponents(0x7A)); // Tower footprint (different shape)
|
|
foundation.MoveToWorld(loc, map);
|
|
|
|
MultiTestSupport.AssertSynthesizerMatchesCheckMovement(foundation, map);
|
|
}
|
|
finally
|
|
{
|
|
if (!foundation.Deleted)
|
|
{
|
|
foundation.Delete();
|
|
}
|
|
}
|
|
}
|
|
}
|