## 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
132 lines
5.4 KiB
C#
132 lines
5.4 KiB
C#
using Server.Engines.Pathing.Cache;
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using Server.Items;
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using Server.Tests.Terrain;
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using Xunit;
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namespace Server.Tests.Pathfinding;
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[Collection("Sequential Pathfinding Tests")]
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public class MultiEdgeCaseTests
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{
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private const int MapId = 1; // Trammel
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private const int GuildHouseId = TestMultis.GuildHouse;
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// GuildHouse placement (mirrors MultiMaskSynthesisTests) — open ground.
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private const int HouseX = 1480;
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private const int HouseY = 1620;
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// Open water: the middle of the DeepSea prefab.
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private const int BoatMultiId = TestMultis.SmallBoatNorth;
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private static int WaterX => Prefabs.DeepSea.Anchor.X;
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private static int WaterY => Prefabs.DeepSea.Anchor.Y;
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private const sbyte DeckZ = 0; // boat deck floor tiles stand at world Z 0 (not the water avgZ)
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/// <summary>
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/// Two overlapping GuildHouse multis whose footprints intersect. At the stacked cells
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/// <c>GetStaticAndMultiTiles</c> yields tiles from BOTH multis; the synthesizer must still
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/// agree with CheckMovement everywhere over the union footprint + halo.
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/// </summary>
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[Fact]
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public void OverlappingMultis_SynthesizerMatchesCheckMovement()
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{
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StepCache.Instance.Clear();
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var map = Map.Maps[MapId];
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map.GetAverageZ(HouseX, HouseY, out _, out var z, out _);
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var locA = new Point3D(HouseX, HouseY, (sbyte)z);
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// Origins 3 tiles apart on X so the GuildHouse footprints overlap.
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var locB = new Point3D(HouseX + 3, HouseY, (sbyte)z);
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var multiA = new TestMulti(GuildHouseId);
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var multiB = new TestMulti(GuildHouseId);
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try
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{
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multiA.MoveToWorld(locA, map);
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multiB.MoveToWorld(locB, map);
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// Non-vacuity: prove the two footprints actually intersect at the chosen 3-tile
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// separation. The per-sweep touchedMulti guard only proves each multi touched its OWN
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// footprint; without this, "overlapping" would be an unverified comment.
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var overlap = MultiArt.FootprintCells(multiA);
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var setB = new System.Collections.Generic.HashSet<MultiArt.Cell>(MultiArt.FootprintCells(multiB));
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overlap.RemoveAll(c => !setB.Contains(c));
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Assert.NotEmpty(overlap); // the two footprints must actually intersect, else the test is meaningless
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// The synthesizer must match the oracle over BOTH footprints (each sweep crosses
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// the shared, doubly-covered cells).
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MultiTestSupport.AssertSynthesizerMatchesCheckMovement(multiA, map);
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MultiTestSupport.AssertSynthesizerMatchesCheckMovement(multiB, map);
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}
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finally
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{
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multiA.Delete();
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multiB.Delete();
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}
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}
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/// <summary>
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/// A boat placed over open water: deck surface tiles are walkable, surrounding water blocks
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/// the (non-swimming) walker. Exercises the synthesizer over water-adjacent deck-edge geometry.
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/// </summary>
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/// <remarks>
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/// The boat is placed at Z=0 (the deck's world Z), NOT at the water average Z (-15 here).
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/// The deck floor tiles stand at world Z 0, so a non-swimming walker only finds walkable
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/// transitions when the sweep origin Z equals the deck Z. Placing at the water avgZ makes the
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/// sweep vacuous ("no walkable transitions") because the deck is 15 tiles overhead and water
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/// blocks the rest — that vacuity is a fixture concern, not a synthesizer divergence (the
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/// synthesizer agrees with the oracle at every direction either way).
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/// </remarks>
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[Fact]
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public void BoatOverWater_SynthesizerMatchesCheckMovement()
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{
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Prefabs.DeepSea.AssertPresent();
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StepCache.Instance.Clear();
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var map = Map.Maps[MapId];
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var boat = new TestMulti(BoatMultiId);
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boat.MoveToWorld(new Point3D(WaterX, WaterY, DeckZ), map);
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try
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{
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MultiTestSupport.AssertSynthesizerMatchesCheckMovement(boat, map);
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}
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finally
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{
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boat.Delete();
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}
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}
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/// <summary>
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/// Redesign a foundation in place (Internalize -> swap MCL -> MoveToWorld back, the same
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/// re-registration pattern HouseFoundation uses on commit) and assert the synthesizer reads
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/// the LIVE, post-redesign <c>Components</c> — i.e. it matches CheckMovement on the NEW shape.
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/// </summary>
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[Fact]
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public void RedesignedFoundation_SynthesizerMatchesNewFootprint()
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{
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StepCache.Instance.Clear();
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var map = Map.Maps[MapId];
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var foundation = new SwappableFoundation(GuildHouseId);
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map.GetAverageZ(HouseX, HouseY, out _, out var z, out _);
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var loc = new Point3D(HouseX, HouseY, (sbyte)z);
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foundation.MoveToWorld(loc, map);
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try
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{
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// Redesign, RE-REGISTERED so sectors track the new footprint (model a real commit).
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// Internalize() fires Map.OnLeave (removes the OLD footprint's registration); we swap
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// the MCL and MoveToWorld back, firing Map.OnEnter -> AddMulti against the new shape.
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foundation.Internalize();
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foundation.Redesign(MultiData.GetComponents(TestMultis.Tower)); // Tower footprint (different shape)
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foundation.MoveToWorld(loc, map);
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MultiTestSupport.AssertSynthesizerMatchesCheckMovement(foundation, map);
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}
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finally
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{
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if (!foundation.Deleted)
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{
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foundation.Delete();
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}
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}
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}
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}
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