## 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
85 lines
2.7 KiB
C#
85 lines
2.7 KiB
C#
using System;
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using Server;
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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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[Collection("Sequential UOContent Tests")]
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public class DetectHiddenTimerTests
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{
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private sealed class DetectingCreature : PetTestStub
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{
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public override bool PlayerRangeSensitive => false;
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}
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private sealed class DetectingAI : BaseAI
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{
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public int Detections { get; private set; }
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public DetectingAI(BaseCreature creature) : base(creature)
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{
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}
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public override bool Think() => true;
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public override void DetectHidden() => Detections++;
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}
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[Theory]
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[InlineData(0, 108000, 132000)]
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[InlineData(1, 108000, 132000)]
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[InlineData(100, 108000, 132000)]
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[InlineData(250, 108000, 132000)]
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[InlineData(251, 107100, 130900)]
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[InlineData(1000, 27000, 33000)]
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[InlineData(30000, 900, 1100)]
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public void DetectHidden_SchedulesBoundedCooldown_AndWaitsBeforeRetry(
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int intelligence, long minDelay, long maxDelay)
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{
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using var clock = new TimerWheelScope();
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var creature = new DetectingCreature();
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DetectingAI ai = null;
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try
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{
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creature.Int = Math.Max(1, intelligence);
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if (intelligence == 0)
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{
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creature.AddStatMod(new StatMod(StatType.Int, "DetectHiddenZeroInt", -1, TimeSpan.Zero));
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}
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Assert.Equal(intelligence, creature.Int);
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creature.Skills.DetectHidden.Base = 100;
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creature.MoveToWorld(new Point3D(1500, 1600, Map.Felucca.GetAverageZ(1500, 1600)), Map.Felucca);
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creature.AIObject.AITimer.Stop();
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ai = new DetectingAI(creature);
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ai.AITimer.Activate();
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AdvanceUntil(() => ai.Detections > 0, 1024);
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Assert.Equal(1, ai.Detections);
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Assert.InRange(ai._nextDetectHidden - Core.TickCount, minDelay, maxDelay);
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Assert.True(ai.AITimer.Running);
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// Stop one wheel step short of the cooldown: no retry may have fired yet.
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TimerWheelScope.RunFor(ai._nextDetectHidden - TimerWheelScope.Step - Core.TickCount);
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Assert.Equal(1, ai.Detections);
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AdvanceUntil(() => ai.Detections > 1, 1024);
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Assert.Equal(2, ai.Detections);
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Assert.InRange(ai._nextDetectHidden - Core.TickCount, minDelay, maxDelay);
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}
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finally
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{
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ai?.AITimer.Stop();
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creature.Delete();
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}
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}
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private static void AdvanceUntil(Func<bool> condition, int milliseconds) =>
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Assert.True(
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TimerWheelScope.RunUntil(condition, milliseconds),
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"The AI timer did not reach the expected detection."
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);
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}
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