## 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
63 lines
2.5 KiB
C#
63 lines
2.5 KiB
C#
using System.Collections.Generic;
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namespace Server.Tests.Terrain;
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/// <summary>
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/// Invented footprints for the multi IDs content looks up through <see cref="MultiData"/>
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/// (HouseFoundation, BaseBoat and the pathing tests). Only the IDs are real; the shapes are not.
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/// Needs tile data loaded first: <see cref="MultiComponentList"/> masks IDs with TileData.MaxItemValue.
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/// </summary>
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public static class TestMultis
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{
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public const int GuildHouse = 0x74;
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public const int Tower = 0x7A;
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public const int SmallBoatNorth = 0x0;
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// MultiComponentList drops every entry after the first whose flags are 0.
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private const TileFlag Visible = TileFlag.Background;
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private const short HouseFloorZ = 1;
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public static void Seed()
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{
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MultiData.SetComponents(GuildHouse, WalledHouse(3, doorwayOnSouth: true));
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MultiData.SetComponents(Tower, WalledHouse(4, doorwayOnSouth: false));
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MultiData.SetComponents(SmallBoatNorth, Boat());
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}
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// A square of Floor ringed by Wall, (2 * radius + 1) tiles a side, with a one-tile doorway of Floor
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// in the middle of the south wall, or of the east wall. The floor sits one Z above the multi so it is
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// clear of flat ground (MultiMaskCache.ComputeFootprintClean) yet still one step up from it.
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private static MultiComponentList WalledHouse(int radius, bool doorwayOnSouth)
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{
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var entries = new List<MultiTileEntry>();
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for (var x = -radius; x <= radius; x++)
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{
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for (var y = -radius; y <= radius; y++)
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{
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var edge = x == -radius || x == radius || y == -radius || y == radius;
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var doorway = doorwayOnSouth ? x == 0 && y == radius : x == radius && y == 0;
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var id = edge && !doorway ? TestTiles.Wall : TestTiles.Floor;
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entries.Add(new MultiTileEntry(id, (short)x, (short)y, HouseFloorZ, Visible));
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}
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}
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return new MultiComponentList(entries);
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}
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// A deck of Floor three tiles wide and seven long, with Wall rails down both sides.
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private static MultiComponentList Boat()
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{
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var entries = new List<MultiTileEntry>();
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for (var x = -2; x <= 2; x++)
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{
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for (var y = -3; y <= 3; y++)
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{
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var id = x == -2 || x == 2 ? TestTiles.Wall : TestTiles.Floor;
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entries.Add(new MultiTileEntry(id, (short)x, (short)y, 0, Visible));
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}
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}
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return new MultiComponentList(entries);
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}
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}
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