ModernUO/Projects/Server.Tests/Tests/Items/DecayRegistrationTests.cs
Kamron Batman 9a25054809
test: remove trivial, duplicate and content-value tests (#2721)
## Summary
Many tests proved a specific change when it landed but don't need to run on every CI build forever. This removes **202 test methods and 9 files: 313 test cases, 2,247 → 1,934**. UOContent.Tests drops from about 14s to about 5s locally.

Removed:
- **Tautologies.** Asserting a constant, a constructor readback or a trivial getter, or testing BCL behavior.
- **Exact duplicates** of a surviving test on the same code path.
- **Obsolete regressions** whose failure can no longer be expressed.
- **Game-content values** shard owners customize (era drop rates, loot and skill tables, single-creature tuning). Each customization would otherwise force a test fix.

## How it was decided
1. Every test was classified, with a reason, by a per-shard sweep over all 287 test files.
2. Each proposed deletion was then checked by a second, adversarial reviewer against the surviving tests and the production code.
3. Anything that was the only coverage of a separate code path was **kept**, even where it looked like a duplicate. Examples: the unsigned `SpanReader`/`SpanWriter` methods, the at-location versus bounds enumerators, null-map enumerables, the security filters, archive-journal state transitions. About 130 proposed deletions were rejected this way.

Whole files removed:
- `FishingTests`, apart from 3 tests: the map-edge scan, serpent cleanup, and SOS chest consumption. The SOS test now stops at the first chest instead of measuring a catch rate. The multi-million-cast rate simulations are gone.
- `LordOaksTests` and `MeerEnragedTests` (single-creature tests).
- `AutoArchiveHelperTests`, `JsonDiscoverableTypeAttributeTests`, `DecimalSerializationTests` and `EnumConversionTests` (tautologies, or tests of their own local helpers).
- `NetworkStatsTests`.
- `MigratedDataLoadTests` (a subset of `AllSpawnFilesLoadTests`).
- `SpawnerFixtureCapture`: a capture tool, not a test, and its `version == 12` assert can no longer pass. The `.bin` fixtures it produced stay.

## Tests
- Server.Tests: 811 pass.
- UOContent.Tests: 1,123 pass.

A follow-up PR, stacked on this one, fixes how the remaining tests behave: shared state, CI-vacuous tests, harness duplication.
2026-10-18 20:08:19 -07:00

393 lines
12 KiB
C#

using System;
using Server.Items;
using Xunit;
namespace Server.Tests;
[Collection("Sequential Server Tests")]
public class DecayRegistrationTests
{
// The wheel is static and these tests move the clock, so start each from a known schedule.
public DecayRegistrationTests() => DecayScheduler.ResetForTests();
// Stands in for a region that refuses decay, e.g. HouseRegion over a locked down item.
private class RefusesDecayItem : Item
{
public RefusesDecayItem() : base(0x1234)
{
}
public override bool OnDecay() => false;
}
// The item is already dequeued, so a refusal that does not reschedule strands it forever.
// Drives the scheduler and the game clock without depending on the shared timer wheel.
private static void AdvanceDecay(DateTime start, TimeSpan duration, Item item)
{
var deadline = start + duration;
for (var now = start; now <= deadline && !item.Deleted; now += TimeSpan.FromMilliseconds(256))
{
Core._now = now;
DecayScheduler.ProcessTick(now);
}
}
[Fact]
public void ItemOnGround_ActuallyDecaysAfterDecayTime()
{
var start = Core._now;
try
{
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(100, 100, 0), Map.Felucca);
Assert.True(DecayScheduler.IsRegistered(item));
AdvanceDecay(start, item.DecayTime + TimeSpan.FromMinutes(2), item);
Assert.True(item.Deleted, "Item on the ground must decay once DecayTime elapses.");
}
finally
{
Core._now = start;
}
}
[Fact]
public void ItemOnGround_DoesNotDecayBeforeDecayTime()
{
var start = Core._now;
try
{
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(102, 100, 0), Map.Felucca);
AdvanceDecay(start, item.DecayTime - TimeSpan.FromMinutes(2), item);
Assert.False(item.Deleted, "Item must not decay before DecayTime elapses.");
item.Delete();
}
finally
{
Core._now = start;
}
}
// The real client path: Mobile.Lift internalizes, then Mobile.Drop calls MoveToWorld.
// Held on the cursor means Map.Internal, which must not be tracked.
// A new item is on Map.Internal, so construction must not touch the scheduler.
// Unregister() trusts DecaySlot; IsRegistered() scans the structures. Assert both to catch drift.
[Fact]
public void DecaySlot_AgreesWithStructures_AcrossLifecycle()
{
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(103, 100, 0), Map.Felucca);
Assert.NotEqual(DecayScheduler.SlotNone, item.DecaySlot);
Assert.True(DecayScheduler.IsRegistered(item));
// Lifted to the cursor: untracked, and no stale slot left behind.
item.Internalize();
Assert.Equal(DecayScheduler.SlotNone, item.DecaySlot);
Assert.False(DecayScheduler.IsRegistered(item));
// Back to the ground: tracked again.
item.MoveToWorld(new Point3D(104, 100, 0), Map.Felucca);
Assert.NotEqual(DecayScheduler.SlotNone, item.DecaySlot);
Assert.True(DecayScheduler.IsRegistered(item));
item.Delete();
Assert.False(DecayScheduler.IsRegistered(item), "A deleted item must leave no trace in the scheduler.");
}
// Contents spilled onto the ground must start decaying.
[Fact]
public void ContainerDestroy_ContentsDroppedToGroundAreTracked()
{
var pack = new Container(0xE75);
pack.MoveToWorld(new Point3D(105, 100, 0), Map.Felucca);
var item = new Item(0x1234);
pack.AddItem(item);
Assert.False(DecayScheduler.IsRegistered(item));
pack.Destroy();
Assert.True(item.CanDecay());
Assert.True(DecayScheduler.IsRegistered(item), "Contents spilled by Container.Destroy must be tracked.");
item.Delete();
}
// Unfreezing an item with a stale LastMoved must grant a fresh decay window,
// not delete it on the next tick.
[Fact]
public void StaleImmovableItemMadeMovable_GetsAFreshDecayWindow()
{
var start = Core._now;
try
{
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(107, 100, 0), Map.Felucca);
item.Movable = false;
Assert.False(DecayScheduler.IsRegistered(item), "A frozen item must not be tracked for decay.");
Core._now = start + TimeSpan.FromDays(30);
var flipped = Core._now;
item.Movable = true;
Assert.True(DecayScheduler.IsRegistered(item), "An unfrozen item must be tracked for decay.");
AdvanceDecay(flipped, item.DecayTime - TimeSpan.FromMinutes(2), item);
Assert.False(item.Deleted, "An unfrozen item must get a full decay window, not vanish immediately.");
AdvanceDecay(Core._now, TimeSpan.FromMinutes(4), item);
Assert.True(item.Deleted, "An unfrozen item must still decay once the fresh window elapses.");
}
finally
{
Core._now = start;
}
}
// Same transition through the Visible setter: unhiding a long-hidden item.
[Fact]
public void StaleHiddenItemMadeVisible_GetsAFreshDecayWindow()
{
var start = Core._now;
try
{
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(109, 100, 0), Map.Felucca);
item.Visible = false;
Assert.False(DecayScheduler.IsRegistered(item), "A hidden item must not be tracked for decay.");
Core._now = start + TimeSpan.FromDays(30);
var flipped = Core._now;
item.Visible = true;
Assert.True(DecayScheduler.IsRegistered(item), "An unhidden item must be tracked for decay.");
AdvanceDecay(flipped, item.DecayTime - TimeSpan.FromMinutes(2), item);
Assert.False(item.Deleted, "An unhidden item must get a full decay window, not vanish immediately.");
AdvanceDecay(Core._now, TimeSpan.FromMinutes(4), item);
Assert.True(item.Deleted, "An unhidden item must still decay once the fresh window elapses.");
}
finally
{
Core._now = start;
}
}
// A refusal restarts the countdown without rewriting LastMoved.
[Fact]
public void RefusedDecay_DoesNotRewriteLastMoved()
{
var start = Core._now;
try
{
var item = new RefusesDecayItem();
item.MoveToWorld(new Point3D(110, 100, 0), Map.Felucca);
var lastMoved = item.LastMoved;
AdvanceDecay(start, item.DecayTime + TimeSpan.FromMinutes(2), item);
Assert.False(item.Deleted, "A refused decay must not delete the item.");
Assert.True(DecayScheduler.IsRegistered(item), "A refused decay must leave the item tracked.");
Assert.Equal(lastMoved, item.LastMoved);
item.Delete();
}
finally
{
Core._now = start;
}
}
// The fresh window must survive a save/load cycle, or a restart mid-window deletes the item.
[Fact]
public void FreshDecayWindow_SurvivesSerialization()
{
var start = Core._now;
try
{
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(111, 100, 0), Map.Felucca);
item.Movable = false;
Core._now = start + TimeSpan.FromDays(30);
item.Movable = true;
var expected = item.ScheduledDecayTime;
var writer = new BufferWriter(new byte[512], true);
item.Serialize(writer);
var copy = new Item(item.Serial);
copy.Deserialize(new BufferReader(writer.Buffer));
// The stamp is stored as a delta, so it ages only by the real time between
// write and read - milliseconds here, the downtime in production.
Assert.True(
(copy.ScheduledDecayTime - expected).Duration() <= TimeSpan.FromSeconds(5),
"The restarted decay window must survive a save/load cycle."
);
item.Delete();
copy.Delete();
}
finally
{
Core._now = start;
}
}
// A real move supersedes the reset stamp; it must be dropped so the CompactInfo can collapse.
[Fact]
public void MovingAnItem_ClearsASupersededDecayResetStamp()
{
var start = Core._now;
try
{
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(112, 100, 0), Map.Felucca);
item.Movable = false;
Core._now = start + TimeSpan.FromDays(30);
item.Movable = true;
Assert.NotEqual(default, item.DecayResetTime);
Core._now += TimeSpan.FromMinutes(1);
item.MoveToWorld(new Point3D(113, 100, 0), Map.Felucca);
Assert.Equal(default, item.DecayResetTime);
Assert.Equal(item.LastMoved + item.DecayTime, item.ScheduledDecayTime);
Assert.True(DecayScheduler.IsRegistered(item));
item.Delete();
}
finally
{
Core._now = start;
}
}
// Losing decay eligibility makes the stamp meaningless; it must be dropped so the
// CompactInfo is not held for as long as the item stays ineligible.
[Fact]
public void ItemBecomingIneligible_DropsTheDecayResetStamp()
{
var start = Core._now;
try
{
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(115, 100, 0), Map.Felucca);
item.Movable = false;
Core._now = start + TimeSpan.FromDays(30);
item.Movable = true;
Assert.NotEqual(default, item.DecayResetTime);
item.Movable = false;
Assert.Equal(default, item.DecayResetTime);
item.Delete();
}
finally
{
Core._now = start;
}
}
// Moving a stamped item into a container programmatically (no drop, no SetLastMoved)
// must also drop the stamp.
[Fact]
public void StampedItemAddedToContainer_DropsTheDecayResetStamp()
{
var start = Core._now;
try
{
var pack = new Container(0xE75);
pack.MoveToWorld(new Point3D(116, 100, 0), Map.Felucca);
var item = new Item(0x1234);
item.MoveToWorld(new Point3D(117, 100, 0), Map.Felucca);
item.Movable = false;
Core._now = start + TimeSpan.FromDays(30);
item.Movable = true;
Assert.NotEqual(default, item.DecayResetTime);
pack.AddItem(item);
Assert.Equal(default, item.DecayResetTime);
pack.Delete();
}
finally
{
Core._now = start;
}
}
// A raw Map assignment (e.g. a GM changing Map through props) is a move: it must
// enroll an untracked item for decay.
[Fact]
public void ItemMovedToRealMapViaMapSetter_IsRegisteredForDecay()
{
var item = new Item(0x1234);
Assert.False(DecayScheduler.IsRegistered(item));
item.Map = Map.Felucca;
Assert.True(item.CanDecay());
Assert.True(DecayScheduler.IsRegistered(item), "Item placed on a map via the Map setter must be tracked.");
item.Delete();
}
// LiftItemDupe places the remainder of a partially lifted ground stack via raw
// Location/Map assignments, with no MoveToWorld fallback: it must still be tracked.
[Fact]
public void PartialLiftOfGroundStack_LeavesRemainderRegisteredForDecay()
{
var stack = new Item(0x1234) { Stackable = true, Amount = 10 };
stack.MoveToWorld(new Point3D(114, 100, 0), Map.Felucca);
var remainder = Mobile.LiftItemDupe(stack, 3);
Assert.NotNull(remainder);
Assert.Equal(7, remainder.Amount);
Assert.Null(remainder.Parent);
Assert.Equal(Map.Felucca, remainder.Map);
Assert.True(
DecayScheduler.IsRegistered(remainder),
"The remainder of a partially lifted ground stack must be tracked for decay."
);
stack.Delete();
remainder.Delete();
}
// Dropping into a container must untrack; taking it back out to the ground must re-track.
}