## Summary Many tests proved a specific change when it landed but don't need to run on every CI build forever. This removes **202 test methods and 9 files: 313 test cases, 2,247 → 1,934**. UOContent.Tests drops from about 14s to about 5s locally. Removed: - **Tautologies.** Asserting a constant, a constructor readback or a trivial getter, or testing BCL behavior. - **Exact duplicates** of a surviving test on the same code path. - **Obsolete regressions** whose failure can no longer be expressed. - **Game-content values** shard owners customize (era drop rates, loot and skill tables, single-creature tuning). Each customization would otherwise force a test fix. ## How it was decided 1. Every test was classified, with a reason, by a per-shard sweep over all 287 test files. 2. Each proposed deletion was then checked by a second, adversarial reviewer against the surviving tests and the production code. 3. Anything that was the only coverage of a separate code path was **kept**, even where it looked like a duplicate. Examples: the unsigned `SpanReader`/`SpanWriter` methods, the at-location versus bounds enumerators, null-map enumerables, the security filters, archive-journal state transitions. About 130 proposed deletions were rejected this way. Whole files removed: - `FishingTests`, apart from 3 tests: the map-edge scan, serpent cleanup, and SOS chest consumption. The SOS test now stops at the first chest instead of measuring a catch rate. The multi-million-cast rate simulations are gone. - `LordOaksTests` and `MeerEnragedTests` (single-creature tests). - `AutoArchiveHelperTests`, `JsonDiscoverableTypeAttributeTests`, `DecimalSerializationTests` and `EnumConversionTests` (tautologies, or tests of their own local helpers). - `NetworkStatsTests`. - `MigratedDataLoadTests` (a subset of `AllSpawnFilesLoadTests`). - `SpawnerFixtureCapture`: a capture tool, not a test, and its `version == 12` assert can no longer pass. The `.bin` fixtures it produced stay. ## Tests - Server.Tests: 811 pass. - UOContent.Tests: 1,123 pass. A follow-up PR, stacked on this one, fixes how the remaining tests behave: shared state, CI-vacuous tests, harness duplication.
106 lines
3.4 KiB
C#
106 lines
3.4 KiB
C#
using Server;
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using Server.Engines.Craft;
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using Server.Items;
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using Server.Mobiles;
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using Xunit;
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namespace UOContent.Tests;
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[Collection("Sequential UOContent Tests")]
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public class T2AJewelGemCraftTests
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{
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// Y=500 keeps us inside Felucca bounds; X offset avoids other sequential tests.
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private static PlayerMobile CreatePlayerMobile(Map map, Point3D location)
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{
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var m = new PlayerMobile(World.NewMobile);
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m.DefaultMobileInit();
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m.MoveToWorld(location, map);
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m.AddItem(new Backpack());
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return m;
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}
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// Builds a minimal tinkering ring recipe (2 iron ingots) without relying on
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// DefTinkering.InitCraftList, which is gated on the feature flag at startup.
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private static CraftItem MakeRingRecipe()
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{
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var item = new CraftItem(typeof(GoldRing), "ring", "gold ring");
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item.AddRes(typeof(IronIngot), "iron ingot", 2, "You do not have enough ingots.");
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return item;
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}
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// Ensures DefTinkering.CraftSystem is available (not called by the test fixture).
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private static CraftSystem GetOrInitTinkeringSystem()
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{
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if (DefTinkering.CraftSystem == null)
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{
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DefTinkering.Initialize();
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}
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return DefTinkering.CraftSystem;
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}
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[Fact]
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public void OnCraft_ConsumesEntireTargetedGemStack_AndNamesByCount()
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{
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var map = Map.Felucca;
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var player = CreatePlayerMobile(map, new Point3D(4100, 500, 0));
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var ring = new GoldRing();
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try
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{
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var pack = player.Backpack;
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pack.AddItem(new IronIngot(10));
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pack.AddItem(new Diamond(50)); // a stack of 50 diamonds
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var system = GetOrInitTinkeringSystem();
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var context = system.GetContext(player);
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context.PendingGemType = GemType.Diamond;
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context.PendingGemCount = 50;
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ring.OnCraft(1, false, player, system, typeof(IronIngot), null, MakeRingRecipe(), 0);
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Assert.Equal(0, pack.GetAmount(typeof(Diamond))); // all 50 consumed
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Assert.Equal(GemType.Diamond, ring.GemType);
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Assert.Equal(50, ring.GemCount);
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// pending state cleared so the next craft starts fresh
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Assert.Equal(GemType.None, context.PendingGemType);
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Assert.Equal(0, context.PendingGemCount);
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}
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finally
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{
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ring.Delete();
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player.Delete();
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}
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}
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[Fact]
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public void OnCraft_WhenGemsUnavailableAtCraftTime_CraftsPlainPiece()
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{
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var map = Map.Felucca;
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var player = CreatePlayerMobile(map, new Point3D(4140, 500, 0));
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var ring = new GoldRing();
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try
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{
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player.Backpack.AddItem(new IronIngot(10));
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// deliberately do NOT add any diamonds
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var system = GetOrInitTinkeringSystem();
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var context = system.GetContext(player);
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context.PendingGemType = GemType.Diamond;
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context.PendingGemCount = 5;
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ring.OnCraft(1, false, player, system, typeof(IronIngot), null, MakeRingRecipe(), 0);
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Assert.Equal(GemType.None, ring.GemType);
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Assert.Equal(0, ring.GemCount);
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Assert.Equal(GemType.None, context.PendingGemType);
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Assert.Equal(0, context.PendingGemCount);
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}
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finally
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{
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ring.Delete();
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player.Delete();
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}
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}
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}
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