## 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
133 lines
4.6 KiB
C#
133 lines
4.6 KiB
C#
using Server.Engines.Pathing.Cache;
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using Server.Items;
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using Server.Mobiles;
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using Server.Tests.Terrain;
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using Xunit;
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using Xunit.Abstractions;
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using CalcMoves = Server.Movement.Movement;
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namespace Server.Tests.Pathfinding;
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[Collection("Sequential Pathfinding Tests")]
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public class MultiWalkabilityTests
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{
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private readonly ITestOutputHelper _output;
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public MultiWalkabilityTests(ITestOutputHelper output) => _output = output;
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private const int MapId = 1;
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private const int PlaceX = 1500;
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private const int PlaceY = 1600;
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[Fact]
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public void WallCell_CannotBeEnteredFromAnyAdjacentCell()
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{
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StepCache.Instance.Clear();
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var map = Map.Maps[MapId];
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map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
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var multi = new TestMulti(TestMultis.GuildHouse);
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multi.MoveToWorld(new Point3D(PlaceX, PlaceY, (sbyte)z), map);
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var walker = new WalkerStub();
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walker.MoveToWorld(new Point3D(PlaceX, PlaceY, (sbyte)z), map);
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try
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{
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var wall = MultiArt.FindWallCell(multi);
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Assert.True(wall.HasValue, "non-vacuity: house MCL must contain a wall tile");
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var w = wall.Value;
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// From each of the 8 cells surrounding the wall, try stepping in all 8 directions.
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// No step may land ON the wall cell. We also require that SOME step succeeds, so a
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// "zero wall entries" result reflects the wall blocking — not the walker being
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// unable to move here at all (e.g. a Z mismatch blocking everything: a vacuous pass).
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var entriesIntoWall = 0;
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var successfulSteps = 0;
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for (var around = 0; around < 8; around++)
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{
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var cx = w.X;
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var cy = w.Y;
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CalcMoves.Offset((Direction)around, ref cx, ref cy);
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map.GetAverageZ(cx, cy, out _, out var cz, out _);
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var from = new Point3D(cx, cy, (sbyte)cz);
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for (var d = 0; d < 8; d++)
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{
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if (!CalcMoves.CheckMovement(walker, map, from, (Direction)d, out _))
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{
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continue;
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}
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successfulSteps++;
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var tx = cx;
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var ty = cy;
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CalcMoves.Offset((Direction)d, ref tx, ref ty);
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if (tx == w.X && ty == w.Y)
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{
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entriesIntoWall++;
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_output.WriteLine($"UNEXPECTED entry into wall ({w.X},{w.Y}) from ({cx},{cy}) dir {d}");
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}
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}
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}
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Assert.True(successfulSteps > 0, "non-vacuity: walker must be able to move near the wall");
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Assert.Equal(0, entriesIntoWall);
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}
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finally
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{
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walker.Delete();
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multi.Delete();
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}
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}
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[Fact]
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public void FloorCell_IsStandable()
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{
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StepCache.Instance.Clear();
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var map = Map.Maps[MapId];
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map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
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var multi = new TestMulti(TestMultis.GuildHouse);
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multi.MoveToWorld(new Point3D(PlaceX, PlaceY, (sbyte)z), map);
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var walker = new WalkerStub();
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try
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{
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var floor = MultiArt.FindFloorCell(multi);
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Assert.True(floor.HasValue, "non-vacuity: house MCL must contain a floor tile");
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var f = floor.Value;
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// Stand the walker on a cardinal neighbour of the floor cell and require at least
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// one direction that successfully steps onto the floor cell.
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var enteredFloor = false;
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for (var d = 0; d < 8 && !enteredFloor; d++)
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{
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var nx = f.X;
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var ny = f.Y;
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CalcMoves.Offset((Direction)((d + 4) & 7), ref nx, ref ny);
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map.GetAverageZ(nx, ny, out _, out var nz, out _);
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walker.MoveToWorld(new Point3D(nx, ny, (sbyte)nz), map);
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if (CalcMoves.CheckMovement(walker, map, walker.Location, (Direction)d, out _))
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{
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var tx = nx;
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var ty = ny;
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CalcMoves.Offset((Direction)d, ref tx, ref ty);
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if (tx == f.X && ty == f.Y)
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{
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enteredFloor = true;
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}
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}
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}
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Assert.True(enteredFloor, $"expected the floor cell ({f.X},{f.Y}) to be reachable from a neighbour");
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}
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finally
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{
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walker.Delete();
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multi.Delete();
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}
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}
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}
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