## 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
110 lines
3.2 KiB
C#
110 lines
3.2 KiB
C#
using Server.Tests.Terrain;
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using System;
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using System.Collections.Generic;
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using Server;
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using Server.Engines.Pathing.Cache;
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using Server.Mobiles;
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using Server.Tests;
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using Xunit;
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namespace UOContent.Tests.Mobiles.AI;
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// Driven manually against live map statics; the pathfinder's buffers are not reentrant.
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[Collection("Sequential Pathfinding Tests")]
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public class ApproachOutcomeTests : IDisposable
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{
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private readonly List<IEntity> _created = [];
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public void Dispose()
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{
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for (var i = _created.Count - 1; i >= 0; i--)
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{
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_created[i].Delete();
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}
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_created.Clear();
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}
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private (BareCreatureStub bc, BaseAI ai) NewFollower(Map map, int x, int y)
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{
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map.GetAverageZ(x, y, out _, out var z, out _);
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var bc = new BareCreatureStub(World.NewMobile);
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bc.DefaultMobileInit();
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bc.MoveToWorld(new Point3D(x, y, (sbyte)z), map);
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_created.Add(bc);
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BaseAI ai = new AnimalAI(bc);
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ai.AITimer?.Stop();
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return (bc, ai);
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}
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private WalkerStub NewTarget(Map map, int x, int y)
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{
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map.GetAverageZ(x, y, out _, out var z, out _);
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var t = new WalkerStub();
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t.MoveToWorld(new Point3D(x, y, (sbyte)z), map);
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_created.Add(t);
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return t;
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}
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[Fact]
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public void OpenGround_ReportsDirectProgress_ThenArrived()
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{
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var map = Map.Maps[1];
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var (_, ai) = NewFollower(map, 1500, 1600);
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var target = NewTarget(map, 1497, 1600);
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StepCache.Instance.Clear();
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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Assert.Equal(ApproachOutcome.DirectProgress, ai.LastApproach);
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ai.MoveTo(target, 1); // budget consumed: no step
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Assert.Equal(ApproachOutcome.Waiting, ai.LastApproach);
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ai.NextMove = 0;
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ai.MoveTo(target, 1); // lands adjacent: still a progress step
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Assert.Equal(ApproachOutcome.DirectProgress, ai.LastApproach);
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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Assert.Equal(ApproachOutcome.Arrived, ai.LastApproach);
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}
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[Fact]
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public void WalledTarget_ReportsGaveUp()
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{
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var map = Map.Maps[1];
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var (_, ai) = NewFollower(map, 1500, 1601);
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var target = NewTarget(map, 1500, 1596);
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const ushort id = TestTiles.Counter;
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// Impassable ring around the target: unreachable.
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for (var x = 1499; x <= 1501; x++)
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{
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for (var y = 1595; y <= 1597; y++)
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{
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if (x == 1500 && y == 1596)
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{
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continue;
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}
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map.GetAverageZ(x, y, out _, out var rz, out _);
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_created.Add(new Item(World.NewItem) { ItemID = id, Map = map, Location = new Point3D(x, y, (sbyte)rz) });
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}
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}
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StepCache.Instance.Clear();
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var sawRouting = false;
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for (var i = 0; i < 120; i++)
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{
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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sawRouting |= ai.LastApproach is ApproachOutcome.Routing or ApproachOutcome.Blocked;
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}
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Assert.True(sawRouting, "a walled target must route or block before giving up");
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Assert.Equal(ApproachOutcome.GaveUp, ai.LastApproach);
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}
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}
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