## 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.
84 lines
2.4 KiB
C#
84 lines
2.4 KiB
C#
using System.Collections.Generic;
|
|
using Server;
|
|
using Server.Factions;
|
|
using Xunit;
|
|
|
|
namespace UOContent.Tests;
|
|
|
|
/// <summary>
|
|
/// PlayerState.Rank is read from GetProperties, so it must stay a plain field read. These pin what
|
|
/// that requires: the rank is never null, and it is correct without anyone having read it first.
|
|
/// </summary>
|
|
[Collection("Sequential UOContent Tests")]
|
|
public class FactionRankTests
|
|
{
|
|
// The faction ctor builds its own Definition, so no world state is needed.
|
|
private static Faction NewFaction() => new CouncilOfMages();
|
|
|
|
private static PlayerState AddMember(Faction faction, List<PlayerState> owner)
|
|
{
|
|
var state = new PlayerState(new Mobile(), faction, owner);
|
|
owner.Add(state);
|
|
return state;
|
|
}
|
|
|
|
[Fact]
|
|
public void Rank_IsPopulatedBeforeAnythingReadsIt()
|
|
{
|
|
var faction = NewFaction();
|
|
var state = new PlayerState(new Mobile(), faction, []);
|
|
|
|
// Nothing recomputes on read, so the ctor must leave a usable value or Rank.Title NREs.
|
|
Assert.NotNull(state.Rank);
|
|
Assert.NotNull(state.Rank.Title);
|
|
}
|
|
|
|
[Fact]
|
|
public void Rank_IsTheLowestRank_ForAnUnrankedMember()
|
|
{
|
|
var faction = NewFaction();
|
|
var owner = new List<PlayerState>();
|
|
var a = AddMember(faction, owner);
|
|
var b = AddMember(faction, owner);
|
|
|
|
a.UpdateRank();
|
|
b.UpdateRank();
|
|
|
|
var lowest = faction.Definition.Ranks[^1];
|
|
|
|
Assert.Equal(lowest.Rank, a.Rank.Rank);
|
|
Assert.Equal(lowest.Rank, b.Rank.Rank);
|
|
}
|
|
|
|
[Fact]
|
|
public void SettingRankIndex_UpdatesRankWithoutAnyoneReadingIt()
|
|
{
|
|
var faction = NewFaction();
|
|
var owner = new List<PlayerState>();
|
|
var top = AddMember(faction, owner);
|
|
var bottom = AddMember(faction, owner);
|
|
|
|
faction.ZeroRankOffset = 2;
|
|
|
|
top.RankIndex = 0;
|
|
bottom.RankIndex = 1;
|
|
|
|
// No read triggered these, yet the ordering is reflected.
|
|
Assert.True(top.Rank.Rank > bottom.Rank.Rank);
|
|
}
|
|
|
|
[Fact]
|
|
public void RankIndexOutOfSyncWithZeroRankOffset_StillResolvesARank()
|
|
{
|
|
var faction = NewFaction();
|
|
var owner = new List<PlayerState>();
|
|
var a = AddMember(faction, owner);
|
|
AddMember(faction, owner);
|
|
|
|
// A negative percent used to match no rank at all, leaving Rank null.
|
|
faction.ZeroRankOffset = 1;
|
|
a.RankIndex = 5;
|
|
|
|
Assert.NotNull(a.Rank);
|
|
}
|
|
}
|