## 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.
429 lines
13 KiB
C#
429 lines
13 KiB
C#
using System.Collections.Generic;
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using Server;
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using Server.Engines.Spawners;
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using Xunit;
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namespace UOContent.Tests;
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public class BitMask256Tests
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{
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[Theory]
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[InlineData(0)]
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[InlineData(63)]
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[InlineData(64)]
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[InlineData(127)]
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[InlineData(128)]
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[InlineData(191)]
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[InlineData(192)]
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[InlineData(255)]
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public void BitMask256_SetBit_SetsCorrectBit(int bitIndex)
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{
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var mask = BitMask256.AllClear();
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mask.SetBit(bitIndex);
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Assert.True(mask.GetBit(bitIndex));
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Assert.Equal(1, mask.PopCount());
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}
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[Fact]
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public void BitMask256_SetMultipleBits_CountsCorrectly()
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{
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var mask = BitMask256.AllClear();
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mask.SetBit(0);
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mask.SetBit(64);
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mask.SetBit(128);
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mask.SetBit(192);
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Assert.Equal(4, mask.PopCount());
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Assert.True(mask.GetBit(0));
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Assert.True(mask.GetBit(64));
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Assert.True(mask.GetBit(128));
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Assert.True(mask.GetBit(192));
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Assert.False(mask.GetBit(1));
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}
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[Fact]
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public void BitMask256_ClearBit_ClearsCorrectBit()
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{
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var mask = BitMask256.AllClear();
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mask.SetBit(50);
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mask.SetBit(100);
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Assert.Equal(2, mask.PopCount());
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mask.ClearBit(50);
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Assert.False(mask.GetBit(50));
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Assert.True(mask.GetBit(100));
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Assert.Equal(1, mask.PopCount());
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}
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[Theory]
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[InlineData(0, 0)] // First bit of first ulong
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[InlineData(1, 64)] // First bit of second ulong
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[InlineData(2, 128)] // First bit of third ulong
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[InlineData(3, 192)] // First bit of fourth ulong
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public void BitMask256_GetNthSetBit_FirstBitInEachUlong(int n, int expectedPosition)
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{
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var mask = BitMask256.AllClear();
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// Set first bit in each ulong
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mask.SetBit(0);
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mask.SetBit(64);
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mask.SetBit(128);
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mask.SetBit(192);
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Assert.Equal(expectedPosition, mask.GetNthSetBit(n));
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}
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[Fact]
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public void BitMask256_GetNthSetBit_WithinSingleUlong()
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{
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var mask = BitMask256.AllClear();
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mask.SetBit(5);
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mask.SetBit(10);
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mask.SetBit(20);
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Assert.Equal(5, mask.GetNthSetBit(0));
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Assert.Equal(10, mask.GetNthSetBit(1));
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Assert.Equal(20, mask.GetNthSetBit(2));
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}
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}
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[Collection("Sequential UOContent Tests")]
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public class SectorSpawnCacheManagerTests
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{
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public SectorSpawnCacheManagerTests()
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{
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// Clear cache before each test
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SectorSpawnCacheManager.ClearAll();
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}
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[Fact]
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public void SetValid_LandAndWater_SeparateCaches()
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{
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var map = Map.Felucca;
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// Same sector, different cache types
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SectorSpawnCacheManager.SetValid(map, new Point3D(100, 100, 0), isWater: false);
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SectorSpawnCacheManager.SetValid(map, new Point3D(105, 105, 0), isWater: true);
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Assert.Equal(2, SectorSpawnCacheManager.CachedSectorCount);
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Assert.Equal(1, SectorSpawnCacheManager.LandCacheCount);
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Assert.Equal(1, SectorSpawnCacheManager.WaterCacheCount);
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}
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[Fact]
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public void SetValid_MultipleSameSector_OnlyOneCacheEntry()
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{
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var map = Map.Felucca;
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// All positions in same 16x16 sector (sector 6,6 for coords 96-111)
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SectorSpawnCacheManager.SetValid(map, new Point3D(96, 96, 0), isWater: false);
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SectorSpawnCacheManager.SetValid(map, new Point3D(100, 100, 0), isWater: false);
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SectorSpawnCacheManager.SetValid(map, new Point3D(111, 111, 0), isWater: false);
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Assert.Equal(1, SectorSpawnCacheManager.CachedSectorCount);
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}
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[Fact]
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public void SetValid_DifferentSectors_MultipleCacheEntries()
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{
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var map = Map.Felucca;
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// Different sectors
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SectorSpawnCacheManager.SetValid(map, new Point3D(0, 0, 0), isWater: false); // Sector 0,0
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SectorSpawnCacheManager.SetValid(map, new Point3D(16, 0, 0), isWater: false); // Sector 1,0
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SectorSpawnCacheManager.SetValid(map, new Point3D(0, 16, 0), isWater: false); // Sector 0,1
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Assert.Equal(3, SectorSpawnCacheManager.CachedSectorCount);
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}
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[Fact]
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public void TryGetRandomPosition_EmptyCache_ReturnsFalse()
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{
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var map = Map.Felucca;
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var bounds = new Rectangle3D(0, 0, 0, 100, 100, 20);
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var result = SectorSpawnCacheManager.TryGetRandomPosition(map, bounds, isWater: false, out _);
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Assert.False(result);
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}
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[Fact]
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public void TryGetRandomPosition_WithCachedPosition_ReturnsTrue()
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{
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var map = Map.Felucca;
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var cachedPos = new Point3D(50, 50, 0);
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var bounds = new Rectangle3D(0, 0, -128, 100, 100, 256);
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SectorSpawnCacheManager.SetValid(map, cachedPos, isWater: false);
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var result = SectorSpawnCacheManager.TryGetRandomPosition(map, bounds, isWater: false, out var pos);
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Assert.True(result);
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Assert.Equal(cachedPos.X, pos.X);
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Assert.Equal(cachedPos.Y, pos.Y);
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}
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[Fact]
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public void TryGetRandomPosition_WaterVsLand_Separated()
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{
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var map = Map.Felucca;
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var landPos = new Point3D(50, 50, 0);
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var waterPos = new Point3D(60, 60, 0);
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var bounds = new Rectangle3D(0, 0, -128, 100, 100, 256);
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SectorSpawnCacheManager.SetValid(map, landPos, isWater: false);
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SectorSpawnCacheManager.SetValid(map, waterPos, isWater: true);
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// Request land position
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var landResult = SectorSpawnCacheManager.TryGetRandomPosition(map, bounds, isWater: false, out var pos1);
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Assert.True(landResult);
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Assert.Equal(landPos.X, pos1.X);
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Assert.Equal(landPos.Y, pos1.Y);
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// Request water position
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var waterResult = SectorSpawnCacheManager.TryGetRandomPosition(map, bounds, isWater: true, out var pos2);
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Assert.True(waterResult);
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Assert.Equal(waterPos.X, pos2.X);
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Assert.Equal(waterPos.Y, pos2.Y);
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}
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[Fact]
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public void TryGetRandomPosition_OutsideBounds_ReturnsFalse()
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{
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var map = Map.Felucca;
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var cachedPos = new Point3D(200, 200, 0);
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var bounds = new Rectangle3D(0, 0, -128, 100, 100, 256); // Only covers 0-99
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SectorSpawnCacheManager.SetValid(map, cachedPos, isWater: false);
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var result = SectorSpawnCacheManager.TryGetRandomPosition(map, bounds, isWater: false, out _);
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Assert.False(result);
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}
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[Fact]
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public void InvalidateSectors_RemovesBothLandAndWater()
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{
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var map = Map.Felucca;
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// Same sector, both land and water
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SectorSpawnCacheManager.SetValid(map, new Point3D(50, 50, 0), isWater: false);
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SectorSpawnCacheManager.SetValid(map, new Point3D(55, 55, 0), isWater: true);
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Assert.Equal(2, SectorSpawnCacheManager.CachedSectorCount);
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SectorSpawnCacheManager.InvalidateSectors(map, new Rectangle2D(0, 0, 100, 100));
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Assert.Equal(0, SectorSpawnCacheManager.CachedSectorCount);
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Assert.Equal(0, SectorSpawnCacheManager.LandCacheCount);
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Assert.Equal(0, SectorSpawnCacheManager.WaterCacheCount);
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}
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[Fact]
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public void InvalidateSectors_OnlyAffectsSpecifiedArea()
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{
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var map = Map.Felucca;
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// Cache in two different areas
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SectorSpawnCacheManager.SetValid(map, new Point3D(50, 50, 0), isWater: false); // Sector 3,3
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SectorSpawnCacheManager.SetValid(map, new Point3D(500, 500, 0), isWater: false); // Sector 31,31
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Assert.Equal(2, SectorSpawnCacheManager.CachedSectorCount);
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// Only invalidate first area
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SectorSpawnCacheManager.InvalidateSectors(map, new Rectangle2D(0, 0, 100, 100));
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Assert.Equal(1, SectorSpawnCacheManager.CachedSectorCount);
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}
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[Fact]
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public void InvalidateSectors_DifferentMaps_Independent()
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{
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var map1 = Map.Felucca;
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var map2 = Map.Internal;
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SectorSpawnCacheManager.SetValid(map1, new Point3D(50, 50, 0), isWater: false);
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SectorSpawnCacheManager.SetValid(map2, new Point3D(50, 50, 0), isWater: false);
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Assert.Equal(2, SectorSpawnCacheManager.CachedSectorCount);
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// Only invalidate first map
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SectorSpawnCacheManager.InvalidateSectors(map1, new Rectangle2D(0, 0, 100, 100));
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Assert.Equal(1, SectorSpawnCacheManager.CachedSectorCount);
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}
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}
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[Collection("SectorSpawnCache")]
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public class SpiralScanTests
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{
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public SpiralScanTests()
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{
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SectorSpawnCacheManager.ClearAll();
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}
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[Theory]
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[InlineData(1, 0, -1, -1)] // Ring 1, position 0: top-left
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[InlineData(1, 1, 0, -1)] // Ring 1, position 1: top
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[InlineData(1, 2, 1, -1)] // Ring 1, position 2: top-right (end of top edge)
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[InlineData(1, 3, 1, 0)] // Ring 1, position 3: right
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[InlineData(1, 4, 1, 1)] // Ring 1, position 4: bottom-right (end of right edge)
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[InlineData(1, 5, 0, 1)] // Ring 1, position 5: bottom
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[InlineData(1, 6, -1, 1)] // Ring 1, position 6: bottom-left (end of bottom edge)
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[InlineData(1, 7, -1, 0)] // Ring 1, position 7: left
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public void GetSpiralOffset_Ring1_CorrectOffsets(int ring, int position, int expectedDx, int expectedDy)
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{
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var (dx, dy) = SectorSpawnCacheManager.GetSpiralOffset(ring, position);
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Assert.Equal(expectedDx, dx);
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Assert.Equal(expectedDy, dy);
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}
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[Fact]
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public void SpiralPattern_Ring2_CoversAllExpectedTiles()
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{
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// Ring 2 should cover all tiles at distance 2
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var actualOffsets = new HashSet<(int dx, int dy)>();
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for (var position = 0; position < 16; position++)
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{
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actualOffsets.Add(SectorSpawnCacheManager.GetSpiralOffset(2, position));
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}
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// Should have 16 unique positions
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Assert.Equal(16, actualOffsets.Count);
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// All positions should be at Chebyshev distance 2
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foreach (var (dx, dy) in actualOffsets)
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{
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var chebyshevDist = System.Math.Max(System.Math.Abs(dx), System.Math.Abs(dy));
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Assert.Equal(2, chebyshevDist);
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}
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}
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}
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public class SpawnPositionStateTests
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{
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[Fact]
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public void Reset_ClearsAllState()
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{
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var state = new SpawnPositionState();
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state.SpiralRing = 5;
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state.SpiralRingPosition = 10;
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state.SpiralComplete = true;
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state.RecordNonTransientFailure();
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state.Reset();
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Assert.False(state.SpiralComplete);
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Assert.Equal(0, state.SpiralRing);
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Assert.Equal(0, state.SpiralRingPosition);
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}
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[Fact]
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public void ShouldCachePositions_Enabled_AlwaysTrue()
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{
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var state = new SpawnPositionState();
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Assert.True(state.ShouldCachePositions(SpawnPositionMode.Enabled));
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}
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[Fact]
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public void ShouldCachePositions_Disabled_AlwaysFalse()
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{
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var state = new SpawnPositionState();
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state.RecordNonTransientFailure();
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Assert.False(state.ShouldCachePositions(SpawnPositionMode.Disabled));
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}
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[Fact]
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public void ShouldCachePositions_Automatic_TrueAfterThresholdFailures()
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{
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var state = new SpawnPositionState();
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// FailureThreshold is 5, so need more than 5 failures
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for (var i = 0; i < 6; i++)
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{
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state.RecordNonTransientFailure();
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}
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Assert.True(state.ShouldCachePositions(SpawnPositionMode.Automatic));
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}
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[Fact]
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public void ShouldCachePositions_Automatic_FalseWithFewerThanThresholdFailures()
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{
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var state = new SpawnPositionState();
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// FailureThreshold is 5, so 5 or fewer failures should not trigger caching
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for (var i = 0; i < 5; i++)
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{
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state.RecordNonTransientFailure();
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}
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Assert.False(state.ShouldCachePositions(SpawnPositionMode.Automatic));
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}
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[Fact]
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public void ShouldAbandon_FalseWhenSpiralNotComplete()
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{
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var state = new SpawnPositionState();
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// Record 25 useless results
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for (var i = 0; i < 25; i++)
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{
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state.RecordUselessResult();
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}
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Assert.False(state.ShouldAbandon()); // Spiral not complete
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}
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[Fact]
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public void ShouldAbandon_TrueAfterThresholdUselessResults()
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{
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var state = new SpawnPositionState();
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state.SpiralComplete = true;
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// Record 25 useless results (cache miss or Location-only)
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for (var i = 0; i < 25; i++)
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{
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state.RecordUselessResult();
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}
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Assert.True(state.ShouldAbandon());
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}
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[Fact]
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public void RecordUsefulCacheHit_ResetsUselessCounter()
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{
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var state = new SpawnPositionState();
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state.SpiralComplete = true;
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// Record 20 useless results
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for (var i = 0; i < 20; i++)
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{
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state.RecordUselessResult();
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}
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// Useful cache hit resets counter
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state.RecordUsefulCacheHit();
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// Need 25 more to trigger abandon
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for (var i = 0; i < 24; i++)
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{
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state.RecordUselessResult();
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}
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Assert.False(state.ShouldAbandon()); // Only 24 after reset
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state.RecordUselessResult(); // 25th
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Assert.True(state.ShouldAbandon());
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}
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}
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