## 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
149 lines
5.1 KiB
C#
149 lines
5.1 KiB
C#
using Server.Tests.Terrain;
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using System;
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using Server.Engines.Pathing.Cache;
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using Server.Items;
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using Server.Mobiles;
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using Server.PathAlgorithms;
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using Server.Systems.FeatureFlags;
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using Xunit;
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using Xunit.Abstractions;
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namespace Server.Tests.Pathfinding;
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[Collection("Sequential Pathfinding Tests")]
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public class MultiPathInvariantTests : IDisposable
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{
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private readonly ITestOutputHelper _output;
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private readonly StepCacheStateScope _cacheState = new();
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public MultiPathInvariantTests(ITestOutputHelper output) => _output = output;
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public void Dispose() => _cacheState.Dispose();
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private const int MapId = 1;
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private static Direction[] FindWithFlag(Mobile m, Map map, Point3D start, Point3D goal, bool cacheOn)
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{
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ContentFeatureFlags.BitmapPathfindingCache = cacheOn;
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StepCache.Instance.Clear();
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StepCache.Instance.MissPromotionThreshold = 1;
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return BitmapAStarAlgorithm.Instance.Find(m, map, start, goal);
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}
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[Theory]
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// start, goal: straddle a house placed between them (house at ~ midpoint).
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[InlineData(1500, 1600, 1500, 1612)] // N-S across the footprint
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[InlineData(1494, 1606, 1512, 1606)] // E-W across the footprint
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public void Find_CacheOn_EqualsCacheOff_WithHousePresent(int sx, int sy, int gx, int gy)
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{
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var map = Map.Maps[MapId];
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Assert.NotNull(map);
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// Place the house at the midpoint so it sits between start and goal.
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var hx = (sx + gx) / 2;
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var hy = (sy + gy) / 2;
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map.GetAverageZ(hx, hy, out _, out var hz, out _);
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var multi = new TestMulti(TestMultis.GuildHouse);
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multi.MoveToWorld(new Point3D(hx, hy, (sbyte)hz), map);
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var walker = new WalkerStub();
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map.GetAverageZ(sx, sy, out _, out var sz, out _);
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var start = new Point3D(sx, sy, (sbyte)sz);
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var goal = new Point3D(gx, gy, (sbyte)sz);
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walker.MoveToWorld(start, map);
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try
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{
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var on = FindWithFlag(walker, map, start, goal, cacheOn: true);
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var off = FindWithFlag(walker, map, start, goal, cacheOn: false);
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// Both-null or both-equal arrays. Equality of the direction sequence is the invariant.
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Assert.Equal(off == null, on == null);
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if (on != null)
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{
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Assert.Equal(off, on);
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_output.WriteLine($"({sx},{sy})->({gx},{gy}) house: {on.Length} steps, cache==slow");
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}
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else
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{
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_output.WriteLine($"({sx},{sy})->({gx},{gy}) house: no path (both)");
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}
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}
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finally
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{
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walker.Delete();
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multi.Delete();
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}
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}
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[Theory]
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[InlineData(1500, 1600, 1498, 1598)]
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[InlineData(1500, 1600, 1497, 1599)]
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public void Find_CacheOn_EqualsCacheOff_NoMultiControl(int sx, int sy, int gx, int gy)
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{
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var map = Map.Maps[MapId];
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var walker = new WalkerStub();
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map.GetAverageZ(sx, sy, out _, out var sz, out _);
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var start = new Point3D(sx, sy, (sbyte)sz);
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var goal = new Point3D(gx, gy, (sbyte)sz);
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walker.MoveToWorld(start, map);
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try
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{
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var on = FindWithFlag(walker, map, start, goal, cacheOn: true);
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var off = FindWithFlag(walker, map, start, goal, cacheOn: false);
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// Two nulls would agree about nothing: the control route must exist.
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Assert.NotNull(off);
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Assert.NotNull(on);
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Assert.Equal(off, on);
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}
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finally
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{
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walker.Delete();
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}
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}
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[Fact]
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public void Find_CacheOn_EqualsCacheOff_RoutesAroundHouse()
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{
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var map = Map.Maps[MapId];
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Assert.NotNull(map);
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// Flat default ground. N-S route: start=(1480,1630) goal=(1480,1610), house at (1480,1620) on
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// the direct line; the detour runs round its east or west wall. Cache-on and cache-off must agree.
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const int hx = 1480, hy = 1620;
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const int sx = 1480, sy = 1630;
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const int gx = 1480, gy = 1610;
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map.GetAverageZ(hx, hy, out _, out var hz, out _);
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var multi = new TestMulti(TestMultis.GuildHouse);
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multi.MoveToWorld(new Point3D(hx, hy, (sbyte)hz), map);
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var walker = new WalkerStub();
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map.GetAverageZ(sx, sy, out _, out var sz, out _);
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map.GetAverageZ(gx, gy, out _, out var gz, out _);
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var start = new Point3D(sx, sy, (sbyte)sz);
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var goal = new Point3D(gx, gy, (sbyte)gz);
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walker.MoveToWorld(start, map);
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try
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{
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var on = FindWithFlag(walker, map, start, goal, cacheOn: true);
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var off = FindWithFlag(walker, map, start, goal, cacheOn: false);
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// Non-vacuity: a real around-the-house route must exist on BOTH sides.
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Assert.NotNull(off);
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Assert.NotNull(on);
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// The invariant: cache and slow path agree on that route.
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Assert.Equal(off, on);
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_output.WriteLine($"around-house: {on.Length} steps, cache==slow");
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}
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finally
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{
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walker.Delete();
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multi.Delete();
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}
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}
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}
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