## 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
65 lines
2.1 KiB
C#
65 lines
2.1 KiB
C#
using Server.Engines.Pathing.Cache;
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using Server.Items;
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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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namespace Server.Tests.Pathfinding;
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[Collection("Sequential Pathfinding Tests")]
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public class BoatPathTests
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{
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private readonly ITestOutputHelper _output;
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public BoatPathTests(ITestOutputHelper output) => _output = output;
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// Open water: the middle of the DeepSea prefab.
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private const int MapId = 1;
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private static int WaterX => Prefabs.DeepSea.Anchor.X;
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private static int WaterY => Prefabs.DeepSea.Anchor.Y;
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[Fact]
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public void BoatDeck_HasWalkableSurfaceCells()
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{
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Prefabs.DeepSea.AssertPresent();
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StepCache.Instance.Clear();
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var map = Map.Maps[MapId];
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// SmallBoat North heading = multiID 0x0. A deck is made of surface tiles.
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var boat = new TestMulti(TestMultis.SmallBoatNorth);
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map.GetAverageZ(WaterX, WaterY, out _, out var z, out _);
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boat.MoveToWorld(new Point3D(WaterX, WaterY, (sbyte)z), map);
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try
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{
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var floor = MultiArt.FindFloorCell(boat);
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Assert.True(floor.HasValue, "non-vacuity: boat deck must have surface (floor) tiles");
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// The deck cell falls through to the live multi-aware path.
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var mask = StepCache.Instance.TryGetMask(map, floor.Value.X, floor.Value.Y, (sbyte)z);
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Assert.Equal(CacheHitKind.Fallthrough_Multi, mask.HitKind);
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_output.WriteLine($"boat deck floor cell at ({floor.Value.X},{floor.Value.Y})");
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}
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finally
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{
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boat.Delete();
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}
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}
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private static System.Collections.Generic.HashSet<(int lx, int ly)> LocalShape(BaseMulti multi)
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{
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var mcl = multi.Components;
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var set = new System.Collections.Generic.HashSet<(int, int)>();
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for (var lx = 0; lx < mcl.Width; lx++)
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{
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for (var ly = 0; ly < mcl.Height; ly++)
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{
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if (mcl.Tiles[lx][ly].Length > 0)
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{
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set.Add((lx, ly));
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}
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}
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}
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return set;
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}
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}
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