ModernUO/Projects/UOContent.Tests/Tests/Engines/Pathing/Multi/FoundationRedesignTests.cs
Kamron Batman 54c0040ac8
test: run tile-dependent tests on synthetic terrain instead of client files (#2725)
## Summary

About 114 tests skipped on CI because they needed the official client files (`tiledata.mul`, map and multi files). They gave CI no signal, and locally they ran against whichever client a developer had installed. The test hosts now build their own world instead, so every test runs on CI and runs the same on every machine. CI simulation: Server.Tests 837 passed, UOContent.Tests 1131 passed, **0 skipped**.

- **Generated tile data.** The fixtures write a pre-HS `tiledata.mul` from a small invented tile kit (`Server.Tests/Terrain/TestTiles`) and load it through the real `TileData.Load()`. The test hosts no longer read any client directory (`MODERNUO_CLIENT_PATH`, `MODERNUO_TEST_DATA_DIR` and `C:\Ultima Online Classic` are gone from test code). The file is written to `SyntheticData` in each test project's output, overwritten every run and removed by `dotnet clean`.
- **Injected terrain.** `TestTerrain` stamps land and statics into Felucca and Trammel, which share one terrain. Writes after startup must go in a `TestTerrain.Scope()`, which puts back every block it touched and keeps the step cache fresh.
- **Prefab scenes.** Seven named scenes (town, causeway, sewer walkway, coastline, deep sea, map-edge sea, an upstairs room with an L-shaped counter) replace the Britain coordinates the pathing, AI and fishing tests relied on. Each scene-based test asserts its scene is present first, so a missing scene fails instead of passing on flat ground. Stamping all seven takes 3-5 ms.
- **Multi footprints.** Contrived footprints for the three multi IDs content looks up (0x74, 0x7A, 0x0) are seeded through a new internal `MultiData.SetComponents`.
- **Fingerprint.** `StepCacheFile.HashTileDataFile` is extracted so a test can show that a one-flag change to the file changes the fingerprint, while runtime table mutation does not.

### Engine changes

- `TileMatrix.GetLandBlock`/`GetStaticBlock`: on a map without its files, return the block injected with `SetLandBlock`/`SetStaticBlock`, or the default when nothing was injected. Maps with files take the same path as before.
- `MultiData.SetComponents` (internal): registers a footprint without multi files.

### Test changes worth a look

- Values that were properties of real Britain terrain (probes at Z 10, a pinned plain walk mask of 0xC1) are re-pinned to the synthetic plain (Z 0, 0xFF).
- No tests were deleted. The multi walkability and boat-deck tests assert movement behaviour over a footprint, not what a real multi looks like, so they run on the contrived footprints.
- Maps 0 and 1 keep file indexes 0 and 1, and every stamp writes both, rather than sharing one file index. On a map without files the getters never consult the shared-file cache, and its patch bits would hide one facet's injection from the other.

## Test plan

- [x] `dotnet test -p:SolutionDir=... --filter "Category!=Manual"` with the client env vars pointed at an empty directory: 837 + 1131 passed, 0 skipped, 0 failed
- [x] Mutation check: removing the step-cache clear from `TestTerrain` makes the stale-cache tests fail
- [x] CI green on all platforms
2026-10-18 22:07:40 -07:00

73 lines
3.2 KiB
C#

using Server.Tests.Terrain;
using Server;
using Server.Engines.Pathing.Cache;
using Server.Items;
using Xunit;
using Xunit.Abstractions;
namespace Server.Tests.Pathfinding;
[Collection("Sequential Pathfinding Tests")]
public class FoundationRedesignTests
{
private readonly ITestOutputHelper _output;
public FoundationRedesignTests(ITestOutputHelper output) => _output = output;
private const int MapId = 1;
private const int PlaceX = 1500;
private const int PlaceY = 1600;
[Fact]
public void RedesignReRegistered_RoutesNewFootprintToLivePath()
{
StepCache.Instance.Clear();
var map = Map.Maps[MapId];
Assert.NotNull(map);
var foundation = new SwappableFoundation(TestMultis.GuildHouse);
var shared = MultiData.GetComponents(TestMultis.GuildHouse);
var seededShape = (shared.Width, shared.Height, shared.List.Length);
map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
var loc = new Point3D(PlaceX, PlaceY, (sbyte)z);
foundation.MoveToWorld(loc, map);
try
{
// Current design's covered cells route to the live (multi-aware) path.
var before = MultiArt.FindFloorCell(foundation);
Assert.True(before.HasValue, "non-vacuity: initial design must have a floor cell");
var maskBefore = StepCache.Instance.TryGetMask(map, before.Value.X, before.Value.Y, (sbyte)z);
Assert.Equal(CacheHitKind.Fallthrough_Multi, maskBefore.HitKind);
// Redesign, RE-REGISTERED so sectors track the new footprint (model a real commit).
// Internalize() moves the multi to Map.Internal, which fires Map.OnLeave and removes
// the OLD footprint's sector registration. We then swap the MCL and MoveToWorld back,
// which fires Map.OnEnter -> AddMulti against the fresh Components (new footprint).
foundation.Internalize();
foundation.Redesign(MultiData.GetComponents(TestMultis.Tower));
foundation.MoveToWorld(loc, map);
var after = MultiArt.FindFloorCell(foundation);
Assert.True(after.HasValue, "non-vacuity: redesigned design must have a floor cell");
// The new footprint cell must be registered (HasMultis) and route to the live path.
var sector = map.GetRealSector(after.Value.X >> 4, after.Value.Y >> 4);
Assert.True(sector.HasMultis, "redesigned footprint must re-register its sector");
var maskAfter = StepCache.Instance.TryGetMask(map, after.Value.X, after.Value.Y, (sbyte)z);
Assert.Equal(CacheHitKind.Fallthrough_Multi, maskAfter.HitKind);
// The redesign swapped this foundation's list; the shared footprint every other GuildHouse reads is untouched.
var seeded = MultiData.GetComponents(TestMultis.GuildHouse);
Assert.Equal(seededShape, (seeded.Width, seeded.Height, seeded.List.Length));
_output.WriteLine($"redesign re-registered: before {before.Value.X},{before.Value.Y} after {after.Value.X},{after.Value.Y}");
}
finally
{
if (!foundation.Deleted)
{
foundation.Delete();
}
}
}
}