ModernUO/Projects/UOContent.Tests/Fixtures/TestServerInitializer.cs
Kamron Batman 54c0040ac8
test: run tile-dependent tests on synthetic terrain instead of client files (#2725)
## 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
2026-10-18 22:07:40 -07:00

95 lines
4.1 KiB
C#

using System;
using System.Reflection;
using System.Threading;
using Server.Items;
using Server.Misc;
using Server.Movement;
using Server.PathAlgorithms;
using Server.Tests.Maps;
using Server.Tests.Terrain;
namespace Server.Tests;
/// <summary>
/// Single, process-wide ModernUO bootstrap for the UOContent test host. Mirrors Server.Tests'
/// TestServerInitializer in name and shape; kept as a separate (non-shared) copy because this
/// one loads the UOContent assembly and configures the UOContent-specific systems. Both types
/// are <c>internal</c> so the shared name stays scoped to each assembly.
///
/// ModernUO bootstraps its global singletons (Core, ServerConfiguration, AssemblyHandler,
/// NetState/io-ring, World, Timer, the serialization workers, and TileData) exactly once per
/// process. <see cref="World.Load"/> is guarded to run once, and
/// <see cref="World.ExitSerializationThreads"/> must run once against the live workers. Each
/// xUnit collection gets its own fixture instance, so this guard makes the bootstrap run a
/// single time regardless of how many collection fixtures are constructed. The two stateful
/// collections use <c>[CollectionDefinition(DisableParallelization = true)]</c> so they never
/// overlap; pure tests still run in parallel.
///
/// The host runs on generated tile data, terrain and multi footprints (see <see cref="SyntheticWorld"/>),
/// never on client files, so every machine and CI run the same world.
/// </summary>
internal static class TestServerInitializer
{
private static bool _initialized;
private static readonly Lock _lock = new();
public static void Initialize()
{
lock (_lock)
{
if (_initialized)
{
return;
}
Core.ApplicationAssembly = Assembly.GetExecutingAssembly();
Core.LoopContext = new EventLoopContext();
Core.Expansion = Expansion.EJ;
ServerConfiguration.Load(true);
ServerConfiguration.AssemblyDirectories.Add(Core.BaseDirectory);
// TileData's static cctor short-circuits under xUnit, so the generated tiledata.mul must load
// before anything reads LandTable/ItemTable (the multi footprints, MovementImpl, CheckMovement).
SyntheticWorld.LoadData();
AssemblyHandler.LoadAssemblies(["Server.dll", "UOContent.dll"]);
SkillsInfo.Configure();
// Seed the loop clock as Main.cs does before the Configure sweep; otherwise Core.Now is
// DateTime.MinValue for the whole test host.
Core._now = DateTime.UtcNow;
// Timer wheel must exist before NetState.Configure(), which schedules a recurring
// sweep via Timer.DelayCall (matches production ordering in Main.cs: Timer.Init runs
// before AssemblyHandler.Invoke("Configure")).
Timer.Init(0);
Server.Network.NetState.Configure();
TestMapDefinitions.ConfigureTestMapDefinitions();
SyntheticWorld.StampTerrain();
// Production runs every static Configure() via AssemblyHandler.Invoke("Configure");
// the fixture calls a curated subset, so configure the pathfinding singleton here so
// BitmapAStarAlgorithm.Instance carries its configured MaxSearchNodes before any test
// calls Find. ServerConfiguration is already loaded above, so the setting resolves.
BitmapAStarAlgorithm.Configure();
World.Configure();
// Registers the Accounts entity persistence; without it no test can construct an Account.
Server.Accounting.Accounts.Configure();
RaceDefinitions.Configure();
Server.Movement.Movement.Configure();
MovementImpl.Configure();
PathFollower.Configure();
World.Load();
World.ExitSerializationThreads();
DecayScheduler.Configure();
// Without npc-speeds.json every BaseCreature constructor throws.
Server.Mobiles.NPCSpeeds.Configure();
Server.Engines.Spawners.SpawnerJsonSerializer.Configure();
_initialized = true;
}
}
}