## 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
61 lines
2.8 KiB
C#
61 lines
2.8 KiB
C#
using System.Collections.Generic;
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namespace Server.Tests.Terrain;
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public readonly record struct TestItemTile(ushort Id, string Name, TileFlag Flags, byte Height);
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public readonly record struct TestLandTile(short Id, string Name, TileFlag Flags);
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/// <summary>
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/// The invented tiles the generated tiledata.mul holds. Every other entry in the file is zero.
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/// IDs are arbitrary and carry no meaning from the client, except the content-referenced land below.
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/// </summary>
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public static class TestTiles
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{
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public const ushort Wall = 0x3000;
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public const ushort Floor = 0x3001;
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public const ushort Counter = 0x3002;
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public const ushort Stair = 0x3003;
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public const ushort Bridge = 0x3004;
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public const ushort Roof = 0x3005;
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public const ushort Door = 0x3006;
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public const ushort Window = 0x3007;
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public const ushort Water = 0x3008;
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public const ushort Rock = 0x3009;
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public const ushort Plain = 0x300A;
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public const short Grass = 0x3000;
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public const short RockLand = 0x3001;
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public const short Dirt = 0x3002;
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// Fishing only treats these land IDs as water (Fishing.cs _waterLandTiles), so they keep their numbers.
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public const short SeaWater = 0xA8;
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public static IReadOnlyList<TestItemTile> Items { get; } =
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[
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new(Wall, "test wall", TileFlag.Wall | TileFlag.Impassable | TileFlag.NoShoot, 20),
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new(Floor, "test floor", TileFlag.Surface | TileFlag.Background, 0),
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new(Counter, "test counter", TileFlag.Surface | TileFlag.Impassable, 4),
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new(Stair, "test stair", TileFlag.Bridge | TileFlag.Surface | TileFlag.StairBack, 5),
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new(Bridge, "test bridge", TileFlag.Bridge | TileFlag.Surface, 2),
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new(Roof, "test roof", TileFlag.Roof | TileFlag.Impassable, 0),
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new(Door, "test door", TileFlag.Door | TileFlag.Impassable | TileFlag.NoShoot, 20),
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new(Window, "test window", TileFlag.Window | TileFlag.Wall | TileFlag.Impassable, 20),
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new(Water, "test water", TileFlag.Wet | TileFlag.Impassable | TileFlag.Surface, 0),
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new(Rock, "test rock", TileFlag.Impassable, 20),
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new(Plain, "test plain", TileFlag.None, 1)
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];
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public static IReadOnlyList<TestLandTile> Land { get; } =
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[
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new(Grass, "test grass", TileFlag.None),
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new(RockLand, "test rock", TileFlag.Impassable),
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new(Dirt, "test dirt", TileFlag.None),
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new(0xA8, "test water", TileFlag.Wet | TileFlag.Impassable),
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new(0xA9, "test water", TileFlag.Wet | TileFlag.Impassable),
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new(0xAA, "test water", TileFlag.Wet | TileFlag.Impassable),
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new(0xAB, "test water", TileFlag.Wet | TileFlag.Impassable),
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new(0x136, "test water", TileFlag.Wet | TileFlag.Impassable),
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new(0x137, "test water", TileFlag.Wet | TileFlag.Impassable)
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];
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}
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