ModernUO/Projects/UOContent.Tests/Tests/Engines/Pathing/StepCacheParityTests.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

398 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using Server.Engines.Pathing.Cache;
using Server.Tests.Terrain;
using Xunit;
using Xunit.Abstractions;
using static Server.Tests.Pathfinding.PathingTestSupport;
namespace Server.Tests.Pathfinding;
/// <summary>
/// The cache is only worth having if it answers exactly as MovementImpl would. These tests pin
/// that down at each layer, so a failure says which one broke:
///
/// <see cref="ProbeMatchesSlowPath"/> StepProbe vs MovementImpl — does the bake compute the right answer?
/// <see cref="CacheMatchesProbe"/> StepCache vs StepProbe — does the chunk store and return it intact?
/// <see cref="CacheServesReachableWalkStates"/> StepCache vs MovementImpl — end to end, over the states A* actually visits.
///
/// The end-to-end test is the one that matters, but it can only tell you something is wrong; the
/// two layer tests tell you where. It also measures coverage, not just correctness — a cache that
/// falls through on everything agrees with the slow path perfectly and is worthless.
/// </summary>
[Collection("Sequential Pathfinding Tests")]
public class StepCacheParityTests : IDisposable
{
private readonly ITestOutputHelper _output;
private readonly StepCacheStateScope _cacheState = new();
public StepCacheParityTests(ITestOutputHelper output) => _output = output;
public void Dispose() => _cacheState.Dispose();
// "Plain" is the synthetic map's default ground (flat, no statics); every other name is a prefab.
private static Rectangle2D Region(string scene)
{
if (scene == "Plain")
{
return new Rectangle2D(PlainX, PlainY, 32, 32);
}
var prefab = Prefabs.Named(scene);
prefab.AssertPresent();
return prefab.Bounds;
}
private static Point3D Seed(string scene) =>
scene == "Plain" ? new Point3D(PlainX, PlainY, PlainZ) : Prefabs.Named(scene).Anchor;
// ---- layer 1: the bake agrees with MovementImpl ----
/// <summary>
/// Sweeps a region and compares StepProbe's mask against MovementImpl for all 8 directions.
/// The probe stores raw masks and leaves the diagonal corner-cut to the caller, so the rule has
/// to be applied here before the two are comparable.
/// </summary>
[Theory]
[InlineData("Town")]
[InlineData("Plain")]
public void ProbeMatchesSlowPath(string label)
{
var region = Region(label);
int xStart = region.X, yStart = region.Y, size = region.Width;
var map = TestMap;
Assert.NotNull(map);
var walker = new WalkerStub();
walker.MoveToWorld(new Point3D(xStart, yStart, 0), map);
var disagreements = 0;
var samples = 0;
var walkable = 0;
for (var x = xStart; x < xStart + size; x++)
{
for (var y = yStart; y < yStart + size; y++)
{
map.GetAverageZ(x, y, out _, out var avgZ, out _);
var sourceZ = (sbyte)avgZ;
var loc = new Point3D(x, y, sourceZ);
var probe = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
for (var d = 0; d < 8; d++)
{
var dir = (Direction)d;
samples++;
var slowOk = Movement.Movement.CheckMovement(walker, map, loc, dir, out var slowZ);
// Creature corner-cut: a diagonal needs at least one flanking cardinal.
var probeOk = probe.IsWalkable(dir);
if (probeOk && (d & 1) == 1)
{
probeOk = probe.IsWalkable((Direction)((d - 1) & 7)) || probe.IsWalkable((Direction)((d + 1) & 7));
}
if (slowOk)
{
walkable++;
}
if (slowOk != probeOk)
{
disagreements++;
_output.WriteLine($"WALKABLE DIFF @ ({x},{y},{sourceZ}) dir={dir} slow={slowOk} probe={probeOk}");
}
else if (slowOk && slowZ != probe.GetWalkZ(dir))
{
disagreements++;
_output.WriteLine($"Z DIFF @ ({x},{y},{sourceZ}) dir={dir} slow={slowZ} probe={probe.GetWalkZ(dir)}");
}
}
}
}
walker.Delete();
_output.WriteLine($"[{label}] samples={samples} walkable={walkable} disagreements={disagreements}");
// The dense region must contain a mix. All-walkable or all-blocked would mean the sweep
// agreed about nothing interesting.
if (label == "Town")
{
Assert.NotEqual(0, walkable);
Assert.NotEqual(samples, walkable);
}
Assert.Equal(0, disagreements);
}
/// <summary>
/// The swim bake must actually produce swim output. A probe that silently returned an empty
/// WetMask everywhere would pass every parity test above — walkers would still agree — while
/// leaving every swimming creature unable to move.
/// </summary>
[Fact]
public void ProbeBakesWetCells_OnACoastline()
{
var map = TestMap;
Assert.NotNull(map);
var coast = Prefabs.Coastline;
coast.AssertPresent();
int xStart = coast.Bounds.X, yStart = coast.Bounds.Y, size = coast.Bounds.Width;
var wetCells = 0;
for (var x = xStart; x < xStart + size; x++)
{
for (var y = yStart; y < yStart + size; y++)
{
map.GetAverageZ(x, y, out _, out var avgZ, out _);
var sourceZ = (sbyte)StepProbe.ComputeStandingZ(map, x, y, avgZ);
if (StepProbe.ComputeMaskAt(map, x, y, sourceZ).WetMask != 0)
{
wetCells++;
}
}
}
_output.WriteLine($"coastline: wetCells={wetCells} of {size * size}");
Assert.True(wetCells > 0, $"swim bake produced zero wet cells across a {size}x{size} coastal region");
}
// ---- layer 2: the chunk returns what was baked ----
/// <summary>
/// Sweeps a region and compares what the cache serves against what StepProbe computes for the
/// same cell. The chunk is built from the probe, so any disagreement is a storage fault — a
/// bad cell index, a Z array crossed with another, a guard firing when it shouldn't.
///
/// Queries run at the cell's standable surface Z, which is where the cache anchors. Querying at
/// the land average instead would trip the source-Z guard on raised terrain (a causeway, a
/// walkway) and report a fallthrough that is correct behaviour rather than a fault.
/// </summary>
[Theory]
[InlineData("Town")]
[InlineData("Plain")]
[InlineData("Causeway")]
public void CacheMatchesProbe(string label)
{
// A storage fault (crossed cell index, swapped Z array) only shows against varied terrain;
// on flat ground every cell bakes the same answer, so the plain alone proves nothing.
var region = Region(label);
int xStart = region.X, yStart = region.Y, size = region.Width;
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 1; // build on first touch: every cell should get a real answer
var map = TestMap;
Assert.NotNull(map);
var disagreements = 0;
var samples = 0;
var multiZ = 0;
Span<sbyte> surfaces = stackalloc sbyte[16];
for (var x = xStart; x < xStart + size; x++)
{
for (var y = yStart; y < yStart + size; y++)
{
if (StepProbe.ComputeStandableSurfaceZs(map, x, y, surfaces) == 0)
{
continue; // nothing for a walker to stand on here
}
var sourceZ = surfaces[0];
var probe = StepProbe.ComputeMaskAt(map, x, y, sourceZ);
var cached = cache.TryGetMask(map, x, y, sourceZ);
samples++;
if (cached.HitKind == CacheHitKind.Fallthrough_MultiZ)
{
multiZ++;
continue;
}
Assert.True(cached.IsHit, $"cache returned {cached.HitKind} at ({x},{y})");
if (cached.WalkMask != probe.WalkMask)
{
disagreements++;
_output.WriteLine($"WALK MASK DIFF @ ({x},{y}) cache=0x{cached.WalkMask:X2} probe=0x{probe.WalkMask:X2}");
continue;
}
if (cached.WetMask != probe.WetMask)
{
disagreements++;
_output.WriteLine($"WET MASK DIFF @ ({x},{y}) cache=0x{cached.WetMask:X2} probe=0x{probe.WetMask:X2}");
continue;
}
for (var d = 0; d < 8; d++)
{
var dir = (Direction)d;
if (cached.GetWalkZ(dir) != probe.GetWalkZ(dir))
{
disagreements++;
_output.WriteLine(
$"Z DIFF @ ({x},{y}) dir={dir} cache={cached.GetWalkZ(dir)} probe={probe.GetWalkZ(dir)}"
);
break;
}
}
}
}
_output.WriteLine($"[{label}] samples={samples} disagreements={disagreements} multiZ={multiZ}");
// Guard the sweep itself: if every cell fell through as multi-Z, the comparison above never
// actually ran and a zero disagreement count would mean nothing.
if (label == "Town")
{
Assert.True(samples - multiZ > 0, "no cell produced a real cache answer — the sweep proved nothing");
}
Assert.Equal(0, disagreements);
}
// ---- layer 3: end to end, over the states A* actually visits ----
/// <summary>
/// Flood-fills outward from a known-walkable tile using MovementImpl itself, and demands the
/// cache serve — and agree on — every state it reaches.
///
/// The fill is what makes this meaningful. MovementImpl returns the Z a step lands on, so each
/// reached (x, y, z) is a genuine standing state at its true Z: exactly the set A* would query,
/// discovered rather than assumed. It follows stair treads up at their own Zs and climbs onto
/// upper floors, so a single seed covers a whole connected structure with no fixed-Z guess to
/// get wrong. That matters because the failure this test exists to catch — anchoring a cell at
/// the land beneath a walkway instead of the walkway itself — is invisible to any test that
/// queries at the land Z, and turned the Britain sewer into a ~98% cache miss.
///
/// Cardinals only: the cache stores raw masks and applies the corner-cut at query time, so a
/// raw diagonal bit legitimately differs from MovementImpl's diagonal answer.
/// </summary>
[Theory]
// Scenes chosen for the terrain classes the standable-surface bake has to get right. Each seed
// floods across a wide local area, so a handful covers thousands of states without a map walk.
[InlineData("SewerWalkway", 2500)] // static walkway over impassable land
[InlineData("Town", 2500)] // buildings, and a ramp up to a deck over open ground (two Zs per cell)
[InlineData("Causeway", 2500)] // bridge over impassable land
[InlineData("Plain", 2500)] // flat ground: catches clearance false-positives
public void CacheServesReachableWalkStates(string label, int maxStates)
{
Region(label);
var seed = Seed(label);
int sx = seed.X, sy = seed.Y, sz = seed.Z;
var cache = StepCache.Instance;
cache.Clear();
cache.MissPromotionThreshold = 1; // build on first touch: every reached state should be answered
var map = TestMap;
Assert.NotNull(map);
var walker = new WalkerStub();
walker.MoveToWorld(new Point3D(sx, sy, sz), map);
var startIsWalkable = false;
for (var d = 0; d < 8 && !startIsWalkable; d++)
{
startIsWalkable = Movement.Movement.CheckMovement(walker, map, new Point3D(sx, sy, sz), (Direction)d, out _);
}
Assert.True(startIsWalkable, $"[{label}] seed ({sx},{sy},{sz}) is not walkable — bad waypoint");
var visited = new HashSet<(int x, int y, int z)> { (sx, sy, sz) };
var frontier = new Queue<(int x, int y, int z)>();
frontier.Enqueue((sx, sy, sz));
var states = 0;
var fellThrough = 0;
var disagreements = 0;
const int maxLog = 12;
while (frontier.Count > 0)
{
var (x, y, z) = frontier.Dequeue();
var loc = new Point3D(x, y, z);
var cached = cache.TryGetMask(map, x, y, (sbyte)z);
states++;
if (!cached.IsHit)
{
if (fellThrough < maxLog)
{
_output.WriteLine($"FELL THROUGH @ ({x},{y},{z}) hitKind={cached.HitKind}");
}
fellThrough++;
}
for (var d = 0; d < 8; d++)
{
var dir = (Direction)d;
var slowOk = Movement.Movement.CheckMovement(walker, map, loc, dir, out var slowZ);
if (slowOk)
{
var nx = x;
var ny = y;
Movement.Movement.Offset(dir, ref nx, ref ny);
if (visited.Count < maxStates && visited.Add((nx, ny, slowZ)))
{
frontier.Enqueue((nx, ny, slowZ));
}
}
if ((d & 1) != 0 || !cached.IsHit)
{
continue;
}
if (cached.IsWalkable(dir) != slowOk)
{
if (disagreements < maxLog)
{
_output.WriteLine($"WALK DIFF @ ({x},{y},{z}) dir={dir} slow={slowOk} cache={cached.IsWalkable(dir)}");
}
disagreements++;
}
else if (slowOk && slowZ != cached.GetWalkZ(dir))
{
if (disagreements < maxLog)
{
_output.WriteLine($"Z DIFF @ ({x},{y},{z}) dir={dir} slow={slowZ} cache={cached.GetWalkZ(dir)}");
}
disagreements++;
}
}
}
walker.Delete();
var fallthroughPct = states == 0 ? 0 : 100.0 * fellThrough / states;
_output.WriteLine($"[{label}] states={states} fellThrough={fellThrough} ({fallthroughPct:F2}%) disagreements={disagreements}");
Assert.True(states > 50, $"[{label}] flood-fill stalled at {states} states — bad waypoint");
// Where the cache answers at all, it must be right.
Assert.Equal(0, disagreements);
// And it must answer nearly everywhere. A small residual is legitimate: a walkable surface
// directly beneath a bridge or stair ramp falls through because the bake's clearance check
// is deliberately conservative there. An anchor regression is not small — the pre-fix sewer
// fell through on ~98% — so a 1% ceiling separates the two comfortably.
Assert.True(
fallthroughPct < 1.0,
$"[{label}] cache fell through on {fallthroughPct:F2}% ({fellThrough}/{states}) of reachable states"
);
}
}