ModernUO/Projects/UOContent.Tests/Tests/Mobiles/AI/PetRetaliationTests.cs
Kamron Batman 00134cac33
test: fix shared state, CI-vacuous tests and harness duplication (#2722)
Follow-up to #2721. It fixes how the remaining tests behave and changes no production code.

## CI
- Both `dotnet test` steps pass `--filter "Category!=Manual"`. Before this, Manual-tagged tests ran on CI anyway.
- The one surviving movement-throttle latency test is the only coverage of burst forgiveness over a full, wrapped history. It loses its Manual tag, so it runs on CI.

## Tests that passed on CI without testing anything
- **Corpse and throwing tests.** They relied on tiledata for the weapon `Layer`, so on CI the equip silently failed and they asserted against empty lists. They now set `Layer` explicitly and assert the equip took effect. `TestThrown` also pins its own strength and range values, so a shard retuning SoulGlaive no longer breaks them.
- **Healthbar poison rows.** Server.Tests registers no poisons, so every row tested `null`. They now use real poison levels.
- **Account packet tests.** The mock accounts reported `Length` 0, so the character-list tests only ever encoded empty slots. They now encode the real characters.
- **Pathing and AI tests that only mean something on real Trammel/Felucca terrain** are now guarded with `TileDataRequirement.SkipIfMissing()`: Britain desk and clutter scenes, house footprints (no MultiData on CI) and fingerprints. Tests that are valid on flat blank terrain stay unguarded. (A synthetic tiledata fixture to run these on CI is a planned follow-up.)
- **Assertions that couldn't fail now check their claim.** Affected tests include the `DefaultWalker` cache use, cache on/off parity requiring a path, the recorder capability flags, the idle-pet gate, the monthly DST recurrence, the AdvancedSearch `Record.Exception` wrappers, `CanFitItem` with no branch-guarded assert, the Firewall callback, and `Import_NoMap`. The Geometry Parse asserts also now use the same input as their TryParse.

## Shared state
Every test that changes process-wide state now restores it, even when an assert fails:
- **The clock.** A new `TimerWheelScope` saves and restores `Core._tickCount`, `Core._now` and the timer wheel. `SimulatedClockScope` covers decay tests.
- **StepCache settings and caches**, via `StepCacheStateScope`.
- **Network state.** The ManualAllowlist, LoginAllowlist, firewall and BanChannel reporters are restored. Global packet handlers are now registered per test and removed afterwards, so they no longer stay registered for later tests.
- **Data and config tables.** `ArchiveJournal` statics, `TileData.ItemTable`, `ObjectPropertyList.Enabled`, `Core.Expansion` and the localization table are restored. One `MobileStatusVersion` restore was resetting a different expansion than the one the test changed.
- **Entities.** Tests with fixed serials now delete what they create. Fixed mobile serials moved to `World.NewMobile`, because deleting a hard-coded serial could unregister a live entity.
- **Collection race.** `SpiralScanTests` no longer clears the spawn cache from a separate collection that could run in parallel with the cache-manager tests.
- **Shared statics.** Classes reading shared static allowlists joined the sequential collection.

## Duplication
New shared helpers replace copy-pasted harness code:
- **Server.Tests:** `PacketAssert.Sends`, used by about 130 packet tests; `TestClientHarness`, `PersistencePipelineScope`, `NetTestHelpers`, `EntityCleanup` and one `TestMulti`.
- **UOContent.Tests:** `TimerWheelScope`, which also holds one wraparound-safe `RunFor`/`RunUntil`; `AiTestStubs`, which merges six walker copies and five identical creature stubs; `MobileTestHarness`, `CommandTestHarness` and `TempDirectory`.

Dead oracle packet classes are removed.

## Cost
| Test | Before | After |
|---|---|---|
| `VirtualSerialTests` | 1.57s | 2ms (starts near the wrap via reflection instead of drawing ~17.9M serials) |
| Event scheduler recurrence loop | 473ms | 1ms |
| CrowdSec drain | 517ms | 16ms (event-driven instead of a fixed 500ms wait) |
| AuthId tests | 248ms | 99ms (SHA2 except the two GameLogin tests) |
| Container cap tests | 5,000 items | 3,449 / 3,277 (one past each protocol cap) |
| Bulk removal | 100k children | 20k children |
| OPL hash distribution | 60k builds | 10k builds |

## Shard-tuning decoupling
- AI assertions read `ReacquireDelay` and `FollowMoveSpeed` instead of hard-coding production tuning.
- The guard friendly-fire test uses an `AI_Mage` stub instead of WhiteWyrm.
- Argon2 assertions pin the `argon2id` variant and `v=19` but read the cost parameters from the configured hasher.

## Tests
| Run | Server.Tests | UOContent.Tests |
|---|---|---|
| With client files | 812 pass | 1,123 pass |
| Without client files (CI simulation) | 800 pass, 12 skip | 1,021 pass, 102 skip |

- The UOContent fixture reads `MODERNUO_TEST_DATA_DIR`; Server.Tests reads `MODERNUO_CLIENT_PATH`.
- The 15 new UOContent skips are the map-dependent guards above.
- Total run time with client files is about 5s, down from about 8s.
2026-10-18 20:11:33 -07:00

220 lines
6.7 KiB
C#

using System;
using System.Collections.Generic;
using Server;
using Server.Mobiles;
using Xunit;
namespace UOContent.Tests.Mobiles.AI;
// Publish 51 (26 March 2008): a pet told to follow, come, stay or stop "will not attack
// anything, even if it is attacked". Guard and attack are unaffected.
[Collection("Sequential UOContent Tests")]
public class PetRetaliationTests : IDisposable
{
private readonly List<Mobile> _created = new();
public void Dispose()
{
foreach (var m in _created)
{
m?.Delete();
}
_created.Clear();
}
private sealed class StandDownPet : PetTestStub
{
public override bool StandsDownOnCommand => true;
}
private sealed class FightBackPet : PetTestStub
{
public override bool StandsDownOnCommand => false;
}
private (PlayerMobile master, T pet) Spawn<T>() where T : BaseCreature, new()
{
var (master, pet) = PetTestSetup.SpawnControlledPet<T>(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
_created.Add(master);
_created.Add(pet);
pet.AIObject.AITimer?.Stop();
return (master, pet);
}
private void Order(BaseCreature pet, Mobile master, OrderType order)
{
if (order == OrderType.None) // Publish 51's "stop": stops, may wander, will not attack
{
pet.ControlTarget = master;
pet.ControlOrder = OrderType.Follow;
pet.ControlOrder = OrderType.Stop;
return;
}
pet.ControlTarget = master;
pet.ControlOrder = order;
}
private BaseCreature Attack(BaseCreature pet)
{
var attacker = new PetTestStub();
attacker.MoveToWorld(new Point3D(1002, 1000, 0), pet.Map);
_created.Add(attacker);
pet.AIObject.AITimer?.Stop();
attacker.Combatant = pet; // a mob starts attacking the pet
return attacker;
}
[Theory]
[InlineData(OrderType.Follow)]
[InlineData(OrderType.Come)]
[InlineData(OrderType.Stay)]
[InlineData(OrderType.None)] // stopped
public void StandDownOrder_IgnoresTheAttacker(OrderType order)
{
var (master, pet) = Spawn<StandDownPet>();
Order(pet, master, order);
var resting = pet.ControlOrder;
Attack(pet);
Assert.Equal(resting, pet.ControlOrder); // never converts to Attack
Assert.Null(pet.Combatant);
Assert.False(pet.Warmode);
}
[Theory]
[InlineData(OrderType.Follow)]
[InlineData(OrderType.Come)]
[InlineData(OrderType.Stay)]
[InlineData(OrderType.None)]
public void WithoutStandDown_TheSameOrdersRetaliate(OrderType order)
{
var (master, pet) = Spawn<FightBackPet>();
Order(pet, master, order);
var attacker = Attack(pet);
Assert.Equal(OrderType.Attack, pet.ControlOrder);
Assert.Same(attacker, pet.Combatant);
}
// No damage callback may put a stand-down pet back into combat behind the policy's back.
[Theory]
[InlineData(Expansion.AOS, false)]
[InlineData(Expansion.AOS, true)]
[InlineData(Expansion.ML, false)]
[InlineData(Expansion.ML, true)]
public void StandDownPet_StaysDown_ThroughRepeatedDamage(Expansion era, bool spellDamage)
{
var previous = Core.Expansion;
try
{
Core.Expansion = era;
var (master, pet) = Spawn<StandDownPet>();
Order(pet, master, OrderType.Follow);
var attacker = Attack(pet);
Assert.Equal(OrderType.Follow, pet.ControlOrder); // the initial aggression stood down
for (var i = 0; i < 500 && pet.ControlOrder == OrderType.Follow; i++)
{
if (spellDamage)
{
pet.OnDamagedBySpell(attacker, 1);
}
else
{
pet.OnDamage(1, attacker, false);
}
}
Assert.Equal(OrderType.Follow, pet.ControlOrder);
Assert.Null(pet.Combatant);
}
finally
{
Core.Expansion = previous;
}
}
// "Guard: the pet should guard as it does currently."
[Fact]
public void GuardingPet_StillFights_UnderStandDown()
{
var (master, pet) = Spawn<StandDownPet>();
Order(pet, master, OrderType.Guard);
var attacker = Attack(pet);
Assert.Equal(OrderType.Guard, pet.ControlOrder);
Assert.Same(attacker, pet.Combatant);
Assert.True(pet.Warmode);
}
private sealed class UncommandablePet : PetTestStub
{
public override bool StandsDownOnCommand => true;
public override bool Commandable => false;
}
// The publish speaks of commanded pets. A creature nobody can give an order to was never
// told anything, yet it rests on None (wild, uncontrolled summon) or a system-issued Follow
// (familiar, escortee) - the same orders a pet stands down on. It must still fight back.
[Fact]
public void WildCreature_Retaliates_UnderStandDown()
{
var creature = new StandDownPet();
creature.MoveToWorld(new Point3D(1001, 1000, 0), Map.Felucca);
creature.AIObject.AITimer?.Stop();
_created.Add(creature);
Assert.Equal(OrderType.None, creature.ControlOrder);
var attacker = Attack(creature);
Assert.Same(attacker, creature.Combatant);
Assert.True(creature.Warmode);
}
[Fact] // energy vortex, blade spirits: Summoned with a SummonMaster, never Controlled
public void UncontrolledSummon_Retaliates_UnderStandDown()
{
var caster = new PlayerMobile(World.NewMobile);
caster.DefaultMobileInit();
caster.MoveToWorld(new Point3D(1000, 1000, 0), Map.Felucca);
_created.Add(caster);
var summon = new StandDownPet();
summon.Summoned = true;
summon.Master = caster;
summon.MoveToWorld(new Point3D(1001, 1000, 0), Map.Felucca);
summon.AIObject.AITimer?.Stop();
_created.Add(summon);
Assert.False(summon.Controlled);
Assert.Equal(OrderType.None, summon.ControlOrder);
var attacker = Attack(summon);
Assert.Same(attacker, summon.Combatant);
Assert.True(summon.Warmode);
}
[Fact] // familiar, escortee: Controlled with a master, but not Commandable
public void UncommandableCreature_Retaliates_UnderStandDown()
{
var (master, familiar) = Spawn<UncommandablePet>();
familiar.ControlTarget = master;
familiar.ControlOrder = OrderType.Follow; // system-issued, not a command
var attacker = Attack(familiar);
Assert.Same(attacker, familiar.Combatant);
Assert.True(familiar.Warmode);
}
}