## 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
74 lines
2.2 KiB
C#
74 lines
2.2 KiB
C#
using System;
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using System.Reflection;
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using System.Threading;
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using Server.Items;
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using Server.Tests.Maps;
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using Server.Tests.Terrain;
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namespace Server.Tests;
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/// <summary>
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/// Shared server initialization logic for test fixtures.
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/// Ensures the server is only initialized once across all test collections.
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/// </summary>
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internal static class TestServerInitializer
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{
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private static bool _initialized;
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private static readonly Lock _lock = new();
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/// <summary>
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/// Initializes the test server. Safe to call multiple times - only initializes once.
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/// </summary>
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public static void Initialize()
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{
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lock (_lock)
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{
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if (_initialized)
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{
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return;
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}
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Core.ApplicationAssembly = Assembly.GetExecutingAssembly();
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// Load Configurations
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ServerConfiguration.Load(true);
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SyntheticWorld.LoadData();
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// Load an empty assembly list into the resolver
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ServerConfiguration.AssemblyDirectories.Add(Core.BaseDirectory);
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AssemblyHandler.LoadAssemblies(["Server.dll"]);
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Core.LoopContext = new EventLoopContext();
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Core.Expansion = Expansion.EJ;
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// Seed the loop clock as Main.cs does before the Configure sweep; otherwise Core.Now is
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// DateTime.MinValue for the whole test host.
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Core._now = DateTime.UtcNow;
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// Timer wheel must exist before NetState.Configure(), which schedules a recurring
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// sweep via Timer.DelayCall (matches production ordering in Main.cs: Timer.Init runs
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// before AssemblyHandler.Invoke("Configure")).
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Timer.Init(0);
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// Configure networking (initializes RingSocketManager for tests)
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Server.Network.NetState.Configure();
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// Configure / Initialize
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TestMapDefinitions.ConfigureTestMapDefinitions();
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SyntheticWorld.StampTerrain();
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// Configure the world
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World.Configure();
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// Load the world
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World.Load();
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World.ExitSerializationThreads();
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DecayScheduler.Configure();
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_initialized = true;
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}
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}
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}
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