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

236 lines
8.4 KiB
C#

using System.Collections.Generic;
using Server;
using Server.Engines.Pathing.Cache;
using Server.Items;
using Xunit;
using CalcMoves = Server.Movement.Movement;
namespace Server.Tests.Pathfinding;
/// <summary>
/// Minimal concrete <see cref="BaseMulti"/> for tests. Walkability depends only on
/// Components (the shared MCL for the multiID) + Location, so this is a faithful stand-in
/// for any fixed-design multi (classic house, camp, boat heading) without the owning
/// house/boat machinery. Never serialized in tests.
/// </summary>
public sealed class TestMulti : BaseMulti
{
public TestMulti(int itemID) : base(itemID)
{
}
}
/// <summary>
/// Stand-in for a customizable foundation: Components is a swappable MCL, exactly the
/// runtime-mutation shape HouseFoundation uses (it replaces its MCL wholesale on redesign
/// commit). Lets the test change the footprint and assert the engine reflects it without
/// driving full house placement/customization.
/// </summary>
public sealed class SwappableFoundation : BaseMulti
{
private MultiComponentList _mcl;
public SwappableFoundation(int baseMultiID) : base(baseMultiID) =>
_mcl = MultiData.GetComponents(baseMultiID);
public override MultiComponentList Components => _mcl;
public void Redesign(MultiComponentList replacement) => _mcl = replacement;
}
/// <summary>
/// Shared helpers for placing/probing multis in pathfinding tests.
/// </summary>
public static class MultiTestSupport
{
// A default-walker oracle mobile (CanSwim=false, CantWalk=false) placed in-world so MovementImpl
// state reads are valid. Caller MUST Delete() it (do it in a finally).
public static Mobile GetWalkerOracle(Map map, Point3D loc)
{
var w = new WalkerStub();
w.MoveToWorld(loc, map);
return w;
}
public static bool HasMultiTileAt(BaseMulti multi, int wx, int wy)
{
var mcl = multi.Components;
var lx = wx - multi.X + mcl.Center.X;
var ly = wy - multi.Y + mcl.Center.Y;
if (lx < 0 || ly < 0 || lx >= mcl.Width || ly >= mcl.Height)
{
return false;
}
return mcl.Tiles[lx][ly].Length > 0;
}
/// <summary>
/// Sweeps the multi's footprint + 1-cell halo and asserts the multi mask synthesizer
/// (<see cref="StepProbe.ComputeMultiMaskAt"/>) agrees with the <c>CheckMovement</c> oracle
/// for all 8 directions at every cell, including the exact forward walk-Z on allowed moves.
/// Creates its own walker oracle internally and Delete()s it; the caller owns the multi.
/// </summary>
public static void AssertSynthesizerMatchesCheckMovement(BaseMulti multi, Map map)
{
var loc = new Point3D(multi.X, multi.Y, multi.Z);
var mover = GetWalkerOracle(map, loc);
try
{
var cells = MultiArt.FootprintWithHalo(multi);
Assert.NotEmpty(cells);
var touchedMulti = 0;
var sawWalkable = 0;
var sawBlocked = 0;
foreach (var c in cells)
{
var sourceZ = (sbyte)loc.Z;
var p = new Point3D(c.X, c.Y, sourceZ);
if (HasMultiTileAt(multi, c.X, c.Y))
{
touchedMulti++;
}
var mask = StepProbe.ComputeMultiMaskAt(map, c.X, c.Y, sourceZ);
for (var d = 0; d < 8; d++)
{
var dir = (Direction)d;
var expectWalk = CalcMoves.CheckMovement(mover, map, p, dir, out var expectZ);
// The synthesizer reports the raw forward-cell step per direction and does NOT
// apply diagonal corner-cutting — by design, the caller ANDs the partner cells.
// CheckMovement (the oracle) DOES corner-cut. Replicate the caller's corner-cut
// on the mask so we compare like-for-like. The walker is not a player, so the
// diagonal is blocked only when BOTH orthogonal partner cells are blocked.
var forwardWalk = (mask.WalkMask & (1 << d)) != 0;
var gotWalk = forwardWalk;
var isDiagonal = (d & 0x1) == 0x1;
if (forwardWalk && isDiagonal)
{
var leftBit = (d - 1) & 0x7;
var rightBit = (d + 1) & 0x7;
var leftWalk = (mask.WalkMask & (1 << leftBit)) != 0;
var rightWalk = (mask.WalkMask & (1 << rightBit)) != 0;
if (!leftWalk && !rightWalk)
{
gotWalk = false;
}
}
Assert.Equal(expectWalk, gotWalk);
if (expectWalk)
{
// Z is taken from the forward cell only; corner-cut never alters newZ when
// the move is allowed.
Assert.Equal((sbyte)expectZ, mask.GetWalkZ(dir));
sawWalkable++;
}
else
{
sawBlocked++;
}
}
}
Assert.True(touchedMulti > 0, "sweep touched no multi-covered cells");
Assert.True(sawWalkable > 0, "sweep observed no walkable transitions");
Assert.True(sawBlocked > 0, "sweep observed no blocked transitions");
}
finally
{
mover.Delete();
}
}
}
/// <summary>
/// Helpers that derive expected geometry from a multi's MCL art at runtime, so tests
/// encode no hardcoded cell coordinates and survive art-data changes.
/// </summary>
public static class MultiArt
{
public readonly record struct Cell(int X, int Y);
/// <summary>Every world cell the multi's footprint covers (Tiles stack non-empty).</summary>
public static List<Cell> FootprintCells(BaseMulti multi)
{
var mcl = multi.Components;
var result = new List<Cell>();
for (var lx = 0; lx < mcl.Width; lx++)
{
for (var ly = 0; ly < mcl.Height; ly++)
{
if (mcl.Tiles[lx][ly].Length == 0)
{
continue;
}
result.Add(new Cell(multi.X + mcl.Min.X + lx, multi.Y + mcl.Min.Y + ly));
}
}
return result;
}
/// <summary>Footprint cells plus a 1-cell halo ring (the cells the split also routes to slow path).</summary>
public static HashSet<Cell> FootprintWithHalo(BaseMulti multi)
{
var foot = FootprintCells(multi);
var set = new HashSet<Cell>();
foreach (var c in foot)
{
for (var dx = -1; dx <= 1; dx++)
{
for (var dy = -1; dy <= 1; dy++)
{
set.Add(new Cell(c.X + dx, c.Y + dy));
}
}
}
return set;
}
/// <summary>First world cell whose MCL stack contains an impassable, non-surface (wall) tile, or null.</summary>
public static Cell? FindWallCell(BaseMulti multi)
{
var mcl = multi.Components;
for (var lx = 0; lx < mcl.Width; lx++)
{
for (var ly = 0; ly < mcl.Height; ly++)
{
foreach (var t in mcl.Tiles[lx][ly])
{
var data = TileData.ItemTable[t.ID & TileData.MaxItemValue];
if (data.Impassable && !data.Surface)
{
return new Cell(multi.X + mcl.Min.X + lx, multi.Y + mcl.Min.Y + ly);
}
}
}
}
return null;
}
/// <summary>First world cell whose MCL stack contains a walkable surface (floor) tile, or null.</summary>
public static Cell? FindFloorCell(BaseMulti multi)
{
var mcl = multi.Components;
for (var lx = 0; lx < mcl.Width; lx++)
{
for (var ly = 0; ly < mcl.Height; ly++)
{
foreach (var t in mcl.Tiles[lx][ly])
{
var data = TileData.ItemTable[t.ID & TileData.MaxItemValue];
if (data.Surface && !data.Impassable)
{
return new Cell(multi.X + mcl.Min.X + lx, multi.Y + mcl.Min.Y + ly);
}
}
}
}
return null;
}
}