ModernUO/Projects/Server.Tests/Tests/Terrain/TestTerrainTests.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

125 lines
3.6 KiB
C#

using System;
using Xunit;
namespace Server.Tests.Terrain;
[Collection("Sequential Server Tests")]
public class TestTerrainTests
{
// Default ground outside the prefab region.
private const int X = 1400;
private const int Y = 1400;
[Fact]
public void StampingOneTile_KeepsTheRestOfTheBlock()
{
using var scope = TestTerrain.Scope();
TestTerrain.SetLand(X, Y, TestTiles.Grass, 3);
TestTerrain.SetLand(X + 1, Y, TestTiles.Dirt, 4);
Assert.Equal(TestTiles.Grass, Map.Felucca.Tiles.GetLandTile(X, Y).ID);
Assert.Equal(TestTiles.Dirt, Map.Felucca.Tiles.GetLandTile(X + 1, Y).ID);
}
[Fact]
public void StampingAnUninjectedBlock_DoesNotTouchOtherBlocks()
{
using var scope = TestTerrain.Scope();
TestTerrain.SetLand(X, Y, TestTiles.Grass, 3);
Assert.Equal(0, Map.Felucca.Tiles.GetLandTile(X + 64, Y + 64).ID);
Assert.Equal(0, Map.Felucca.Tiles.GetLandTile(X + 1, Y).ID);
}
[Fact]
public void Stamps_ReachBothFacets()
{
using var scope = TestTerrain.Scope();
TestTerrain.SetLand(X, Y, TestTiles.Grass, 3);
TestTerrain.AddStatic(X, Y, TestTiles.Wall, 3);
foreach (var map in (ReadOnlySpan<Map>)[Map.Felucca, Map.Trammel])
{
Assert.Equal(TestTiles.Grass, map.Tiles.GetLandTile(X, Y).ID);
var statics = map.Tiles.GetStaticBlock(X >> 3, Y >> 3)[X & 7][Y & 7];
Assert.Single(statics);
Assert.Equal(TestTiles.Wall, statics[0].ID);
}
}
[Fact]
public void ScopeDispose_RestoresBothFacets()
{
using (TestTerrain.Scope())
{
TestTerrain.SetLand(X, Y, TestTiles.Grass, 3);
TestTerrain.AddStatic(X, Y, TestTiles.Wall, 3);
}
foreach (var map in (ReadOnlySpan<Map>)[Map.Felucca, Map.Trammel])
{
Assert.Equal(0, map.Tiles.GetLandTile(X, Y).ID);
Assert.Empty(map.Tiles.GetStaticBlock(X >> 3, Y >> 3)[X & 7][Y & 7]);
}
}
[Fact]
public void ScopeDispose_RestoresAPrefabItOverwrote()
{
Prefabs.StampAll();
var coast = Prefabs.Coastline.Anchor;
var before = Map.Felucca.Tiles.GetLandTile(coast.X, coast.Y);
using (TestTerrain.Scope())
{
TestTerrain.SetLand(coast.X, coast.Y, TestTiles.RockLand, 40);
}
Assert.Equal(before.ID, Map.Felucca.Tiles.GetLandTile(coast.X, coast.Y).ID);
Assert.Equal(before.Z, Map.Felucca.Tiles.GetLandTile(coast.X, coast.Y).Z);
Prefabs.Coastline.AssertPresent();
}
[Fact]
public void NestedScopes_Throw()
{
using var scope = TestTerrain.Scope();
var error = Assert.Throws<InvalidOperationException>(() => TestTerrain.Scope());
Assert.Contains($"{nameof(TestTerrainTests)}.{nameof(NestedScopes_Throw)}", error.Message);
}
[Fact]
public void StampingOutsideAScope_Throws_OncePrefabsAreStamped()
{
Prefabs.StampAll();
Assert.Throws<InvalidOperationException>(() => TestTerrain.SetLand(X, Y, TestTiles.Grass, 0));
}
[Fact]
public void StampAll_PrefabsDoNotOverlap_AndAreAllPresent()
{
Prefabs.StampAll();
for (var i = 0; i < Prefabs.All.Count; i++)
{
Prefabs.All[i].AssertPresent();
}
}
[Fact]
public void AssertPresent_Throws_WhenThePrefabIsGone()
{
Prefabs.StampAll();
var coast = Prefabs.Coastline.Anchor;
using var scope = TestTerrain.Scope();
TestTerrain.SetLand(coast.X, coast.Y, 0, 0);
Assert.Throws<InvalidOperationException>(() => Prefabs.Coastline.AssertPresent());
}
}