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.
209 lines
6.4 KiB
C#
209 lines
6.4 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Items;
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using Server.Mobiles;
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using Xunit;
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namespace Server.Tests.Mobiles;
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[Collection("Sequential UOContent Tests")]
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public class VendorBuybackTests : IDisposable
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{
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private readonly MobileTestHarness _harness = new();
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public void Dispose() => _harness.Dispose();
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private sealed class BandageSB : SBInfo
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{
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private readonly GenericSellInfo _sellInfo = new();
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public BandageSB() => _sellInfo.Add(typeof(Bandage), 2);
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public override IShopSellInfo SellInfo => _sellInfo;
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public override List<GenericBuyInfo> BuyInfo { get; } = [];
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}
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private sealed class BandageVendor : TestVendor
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{
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protected override void AddSBInfos(List<SBInfo> sbInfos) => sbInfos.Add(new BandageSB());
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}
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// Same sell price as BandageSB, but a buy list at the 250-entry limit so buyback capacity is 0.
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private sealed class FullStockSB : SBInfo
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{
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private readonly GenericSellInfo _sellInfo = new();
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private readonly List<GenericBuyInfo> _buyInfo = [];
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public FullStockSB()
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{
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_sellInfo.Add(typeof(Bandage), 2);
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for (var i = 0; i < 250; i++)
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{
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_buyInfo.Add(new GenericBuyInfo(typeof(Bandage), 5, 20, 0xE21, 0));
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}
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}
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public override IShopSellInfo SellInfo => _sellInfo;
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public override List<GenericBuyInfo> BuyInfo => _buyInfo;
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}
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private sealed class FullStockVendor : TestVendor
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{
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protected override void AddSBInfos(List<SBInfo> sbInfos) => sbInfos.Add(new FullStockSB());
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}
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private BandageVendor NewVendor() => _harness.Track(new BandageVendor());
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private FullStockVendor NewFullStockVendor() => _harness.Track(new FullStockVendor());
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private Mobile NewSeller()
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{
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var seller = _harness.Track(new Mobile(World.NewMobile));
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seller.DefaultMobileInit();
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seller.AddItem(new Backpack());
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return seller;
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}
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// A fresh seller offers a stack of 10 bandages and sells <paramref name="amount"/> of them.
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private Bandage SellBandages(BaseVendor vendor, int amount, out Mobile seller)
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{
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seller = NewSeller();
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var bandages = new Bandage(10);
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seller.Backpack.DropItem(bandages);
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Assert.True(vendor.OnSellItems(seller, [new SellItemResponse(bandages, amount)]));
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return bandages;
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}
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private Bandage SellBandages(BaseVendor vendor, int amount) => SellBandages(vendor, amount, out _);
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[Theory]
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[InlineData(0.25, 1.0)] // restocked 15m ago: next boundary is the regular one
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[InlineData(5.0, 6.0)] // exactly on a boundary: strictly after now
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[InlineData(5.5, 6.0)] // lazy restock hasn't run for hours: stay on the grid, don't fire now
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public void NextBuybackPurge_IsTheNextRestockBoundaryAfterNow(double hoursSinceRestock, double expectedHours)
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{
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var lastRestock = new DateTime(2026, 1, 1, 0, 0, 0, DateTimeKind.Utc);
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var now = lastRestock + TimeSpan.FromHours(hoursSinceRestock);
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var next = BaseVendor.GetNextBuybackPurge(lastRestock, TimeSpan.FromHours(1), now);
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Assert.Equal(lastRestock + TimeSpan.FromHours(expectedHours), next);
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}
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// Backwards clock adjustment: LastRestock ahead of now clamps to now.
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[Fact]
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public void NextBuybackPurge_FutureAnchor_IsClampedToNow()
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{
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var now = new DateTime(2026, 1, 1, 0, 0, 0, DateTimeKind.Utc);
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var lastRestock = now + TimeSpan.FromHours(4);
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var next = BaseVendor.GetNextBuybackPurge(lastRestock, TimeSpan.FromHours(1), now);
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Assert.Equal(now + TimeSpan.FromHours(1), next);
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}
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[Fact]
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public void PartialStackSale_SplitGoesToBuyback_SellerKeepsRemainder()
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{
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var vendor = NewVendor();
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var bandages = SellBandages(vendor, 4, out var seller);
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Assert.Equal(6, bandages.Amount);
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Assert.Same(seller.Backpack, bandages.Parent);
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var buyback = vendor.BuyPack.Items;
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Assert.Single(buyback);
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Assert.IsType<Bandage>(buyback[0]);
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Assert.Equal(4, buyback[0].Amount);
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Assert.True(buyback[0].SkipSerialization);
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Assert.True(vendor.BuybackPurgeScheduled);
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}
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[Fact]
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public void Restock_PurgesBuyback()
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{
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var vendor = NewVendor();
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var bandages = SellBandages(vendor, 10);
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Assert.Single(vendor.BuyPack.Items);
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vendor.Restock();
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Assert.Empty(vendor.BuyPack.Items);
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Assert.True(bandages.Deleted);
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}
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[Fact]
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public void Restock_ClearsPurgeSchedule_AndASubsequentSaleRearmsIt()
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{
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var vendor = NewVendor();
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SellBandages(vendor, 10);
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Assert.True(vendor.BuybackPurgeScheduled);
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vendor.Restock();
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Assert.False(vendor.BuybackPurgeScheduled);
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SellBandages(vendor, 10);
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Assert.True(vendor.BuybackPurgeScheduled);
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}
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[Fact]
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public void Delete_CancelsBuybackPurgeTimer()
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{
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var vendor = NewVendor();
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SellBandages(vendor, 10);
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Assert.True(vendor.BuybackPurgeScheduled);
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vendor.Delete();
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Assert.False(vendor.BuybackPurgeScheduled);
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}
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[Fact]
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public void LegacyBuyPack_IsReplaced_AndItsContentsDeleted()
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{
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var vendor = NewVendor();
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vendor.FindItemOnLayer(Layer.ShopBuy).Delete();
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var legacy = new Backpack { Layer = Layer.ShopBuy, Movable = false, Visible = false };
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vendor.AddItem(legacy);
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// Several children, so a delete loop that skips entries as the list shrinks would show.
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var children = new Item[3];
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for (var i = 0; i < children.Length; i++)
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{
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children[i] = new Item(0x1234);
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legacy.DropItem(children[i]);
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}
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var pack = vendor.BuyPack;
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Assert.IsType<VendorBuybackPack>(pack);
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Assert.Same(pack, vendor.FindItemOnLayer(Layer.ShopBuy));
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Assert.True(legacy.Deleted);
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for (var i = 0; i < children.Length; i++)
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{
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Assert.True(children[i].Deleted);
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}
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}
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[Fact]
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public void SaleWithNoBuybackCapacity_ConsumesItem_AndStillPays()
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{
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var vendor = NewFullStockVendor();
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var bandages = SellBandages(vendor, 10, out var seller);
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Assert.True(bandages.Deleted);
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Assert.Empty(vendor.BuyPack.Items);
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Assert.False(vendor.BuybackPurgeScheduled);
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var gold = seller.Backpack.FindItemByType<Gold>();
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Assert.NotNull(gold);
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Assert.Equal(20, gold.Amount);
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}
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}
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