## 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.
238 lines
9.7 KiB
C#
238 lines
9.7 KiB
C#
using Server.Engines.Pathing.Cache;
|
|
using Server.Items;
|
|
using Xunit;
|
|
|
|
namespace Server.Tests.Pathfinding;
|
|
|
|
[Collection("Sequential Pathfinding Tests")]
|
|
public class MultiMaskCacheTests
|
|
{
|
|
private const int MapId = 1;
|
|
private const int GuildHouseId = 0x74;
|
|
private const int PlaceX = 1480;
|
|
private const int PlaceY = 1620;
|
|
|
|
[SkippableFact]
|
|
public void TryResolveCoveringMulti_FindsPlacedMulti_AndLocalIndices()
|
|
{
|
|
TileDataRequirement.SkipIfMissing();
|
|
StepCache.Instance.Clear();
|
|
var map = Map.Maps[MapId];
|
|
map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
|
|
var loc = new Point3D(PlaceX, PlaceY, (sbyte)z);
|
|
var multi = new TestMulti(GuildHouseId);
|
|
try
|
|
{
|
|
multi.MoveToWorld(loc, map);
|
|
|
|
Assert.True(MultiMaskCache.TryResolveCoveringMulti(map, PlaceX, PlaceY, out var found, out var lx, out var ly));
|
|
Assert.Same(multi, found);
|
|
var mcl = multi.Components;
|
|
Assert.Equal(PlaceX - multi.X - mcl.Min.X, lx);
|
|
Assert.Equal(PlaceY - multi.Y - mcl.Min.Y, ly);
|
|
|
|
Assert.False(MultiMaskCache.TryResolveCoveringMulti(map, PlaceX + 200, PlaceY + 200, out _, out _, out _));
|
|
}
|
|
finally
|
|
{
|
|
multi.Delete();
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void LocalWorldZ_RoundTrips_AndPreservesMasks()
|
|
{
|
|
var world = new StepMask(
|
|
walkMask: 0b1010_1010, wetMask: 0b0101_0101,
|
|
walkZN: 10, walkZNE: 11, walkZE: 12, walkZSE: 13, walkZS: 14, walkZSW: 15, walkZW: 16, walkZNW: 17,
|
|
swimZN: -1, swimZNE: -2, swimZE: -3, swimZSE: -4, swimZS: -5, swimZSW: -6, swimZW: -7, swimZNW: -8
|
|
);
|
|
const int multiZ = 7;
|
|
|
|
Assert.True(MultiMaskCache.TryToLocalZ(world, multiZ, out var local));
|
|
var back = MultiMaskCache.ToWorldZ(local, multiZ);
|
|
|
|
Assert.Equal(world.WalkMask, back.WalkMask);
|
|
Assert.Equal(world.WetMask, back.WetMask);
|
|
for (var d = 0; d < 8; d++)
|
|
{
|
|
Assert.Equal(world.GetWalkZ((Direction)d), back.GetWalkZ((Direction)d));
|
|
Assert.Equal(world.GetSwimZ((Direction)d), back.GetSwimZ((Direction)d));
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void TryToLocalZ_RejectsOverflow()
|
|
{
|
|
var world = new StepMask(
|
|
walkMask: 0xFF, wetMask: 0,
|
|
walkZN: 100, walkZNE: 0, walkZE: 0, walkZSE: 0, walkZS: 0, walkZSW: 0, walkZW: 0, walkZNW: 0,
|
|
swimZN: 0, swimZNE: 0, swimZE: 0, swimZSE: 0, swimZS: 0, swimZSW: 0, swimZW: 0, swimZNW: 0
|
|
);
|
|
Assert.False(MultiMaskCache.TryToLocalZ(world, -100, out _));
|
|
}
|
|
|
|
[Fact]
|
|
public void TerrainTopBelow_TrueWhenFloorWellAboveGround()
|
|
{
|
|
StepCache.Instance.Clear();
|
|
var map = Map.Maps[MapId];
|
|
map.GetAverageZ(PlaceX, PlaceY, out _, out var ground, out _);
|
|
|
|
// Floor far above ground → terrain is below → guard passes.
|
|
Assert.True(MultiMaskCache.TerrainTopBelow(map, PlaceX, PlaceY, (sbyte)(ground + 50)));
|
|
// Floor at/below ground → terrain reaches the envelope → guard fails.
|
|
Assert.False(MultiMaskCache.TerrainTopBelow(map, PlaceX, PlaceY, (sbyte)(ground - 50)));
|
|
}
|
|
|
|
[SkippableFact]
|
|
public void PathThroughHouseInterior_IncrementsMultiMaskCacheHits()
|
|
{
|
|
TileDataRequirement.SkipIfMissing();
|
|
// (PlaceX,PlaceY)=(1480,1620) is cluttered (footprint overlaps tall map statics → dirty), so it
|
|
// would never serve the interior cache under the footprint-clean gate. Use a known flat/clear
|
|
// spot so a house there is footprint-clean and its interior cells serve from the cache.
|
|
const int CleanX = 1560;
|
|
const int CleanY = 1616;
|
|
|
|
var map = Map.Maps[MapId];
|
|
map.GetAverageZ(CleanX, CleanY, out _, out var z, out _);
|
|
var houseLoc = new Point3D(CleanX, CleanY, (sbyte)z);
|
|
var multi = new TestMulti(GuildHouseId);
|
|
var cacheWas = Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache;
|
|
Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache = true;
|
|
var mover = MultiTestSupport.GetWalkerOracle(map, new Point3D(CleanX, CleanY + 10, (sbyte)z));
|
|
try
|
|
{
|
|
multi.MoveToWorld(houseLoc, map);
|
|
Assert.True(MultiMaskCache.ComputeFootprintClean(map, multi),
|
|
"precondition: (1560,1616) must be footprint-clean for the cache to serve");
|
|
StepCache.Instance.Clear();
|
|
|
|
var start = new Point3D(CleanX, CleanY + 10, (sbyte)z);
|
|
var goal = new Point3D(CleanX, CleanY - 10, (sbyte)z);
|
|
// First pass builds the interior cache (live synth); second pass should hit it.
|
|
Server.PathAlgorithms.BitmapAStarAlgorithm.Instance.Find(mover, map, start, goal);
|
|
|
|
var before = StepCache.Instance.GetStats().MultiMaskCacheHits;
|
|
Server.PathAlgorithms.BitmapAStarAlgorithm.Instance.Find(mover, map, start, goal);
|
|
var after = StepCache.Instance.GetStats().MultiMaskCacheHits;
|
|
|
|
Assert.True(after > before, $"expected MultiMaskCacheHits to increase, before={before} after={after}");
|
|
}
|
|
finally
|
|
{
|
|
mover.Delete();
|
|
multi.Delete();
|
|
Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache = cacheWas;
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void ClutteredHouse_DoesNotServeCache_ButStillPaths()
|
|
{
|
|
var map = Map.Maps[MapId];
|
|
map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
|
|
var multi = new TestMulti(GuildHouseId);
|
|
var cacheWas = Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache;
|
|
Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache = true;
|
|
var mover = MultiTestSupport.GetWalkerOracle(map, new Point3D(PlaceX, PlaceY + 10, (sbyte)z));
|
|
try
|
|
{
|
|
// (1480,1620) overlaps tall map statics → footprint dirty → cache must NOT serve.
|
|
multi.MoveToWorld(new Point3D(PlaceX, PlaceY, (sbyte)z), map);
|
|
Assert.False(MultiMaskCache.ComputeFootprintClean(map, multi),
|
|
"precondition: (1480,1620) must be footprint-dirty for this test to be meaningful");
|
|
StepCache.Instance.Clear();
|
|
|
|
var start = new Point3D(PlaceX, PlaceY + 10, (sbyte)z);
|
|
var goal = new Point3D(PlaceX, PlaceY - 10, (sbyte)z);
|
|
Server.PathAlgorithms.BitmapAStarAlgorithm.Instance.Find(mover, map, start, goal); // warm
|
|
var before = StepCache.Instance.GetStats().MultiMaskCacheHits;
|
|
var path = Server.PathAlgorithms.BitmapAStarAlgorithm.Instance.Find(mover, map, start, goal);
|
|
var after = StepCache.Instance.GetStats().MultiMaskCacheHits;
|
|
|
|
Assert.NotNull(path); // pathfinding still works (degraded to live-synth)
|
|
Assert.Equal(before, after); // dirty footprint → zero cache serves
|
|
}
|
|
finally
|
|
{
|
|
mover.Delete();
|
|
multi.Delete();
|
|
Server.Systems.FeatureFlags.ContentFeatureFlags.BitmapPathfindingCache = cacheWas;
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void PathInteriorCacheState_ResetsOnMove()
|
|
{
|
|
var map = Map.Maps[MapId];
|
|
var multi = new TestMulti(GuildHouseId);
|
|
try
|
|
{
|
|
multi.MoveToWorld(new Point3D(PlaceX, PlaceY, 0), map);
|
|
multi.PathInteriorCacheState = MultiInteriorCacheState.Clean;
|
|
|
|
// A move changes the footprint's world terrain, so the gate must reset to Unknown and
|
|
// recompute on next use. (BaseMulti.OnLocationChange does this; subclasses like BaseHouse
|
|
// and BaseBoat must call base for it to fire — this pins that contract.)
|
|
multi.MoveToWorld(new Point3D(PlaceX + 8, PlaceY + 8, 0), map);
|
|
Assert.Equal(MultiInteriorCacheState.Unknown, multi.PathInteriorCacheState);
|
|
}
|
|
finally
|
|
{
|
|
multi.Delete();
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void PathInteriorCacheState_ResetsOnItemIdChange()
|
|
{
|
|
var map = Map.Maps[MapId];
|
|
var multi = new TestMulti(GuildHouseId);
|
|
try
|
|
{
|
|
multi.MoveToWorld(new Point3D(PlaceX, PlaceY, 0), map);
|
|
multi.PathInteriorCacheState = MultiInteriorCacheState.Clean;
|
|
|
|
// Changing ItemID swaps the footprint (e.g. a boat changing heading), so the gate must
|
|
// reset to recompute cleanliness for the new shape.
|
|
multi.ItemID = 0x7A; // Tower
|
|
Assert.Equal(MultiInteriorCacheState.Unknown, multi.PathInteriorCacheState);
|
|
}
|
|
finally
|
|
{
|
|
multi.Delete();
|
|
}
|
|
}
|
|
|
|
[SkippableFact]
|
|
public void ComputeFootprintClean_TrueAtNormalPlacement_FalseWhenSunk()
|
|
{
|
|
TileDataRequirement.SkipIfMissing();
|
|
// (PlaceX,PlaceY) is a cluttered spot whose footprint overlaps tall map statics, so a guild
|
|
// house there is never footprint-clean. Use a known flat/clear spot for the clean assertion.
|
|
const int CleanX = 1560;
|
|
const int CleanY = 1616;
|
|
|
|
StepCache.Instance.Clear();
|
|
var map = Map.Maps[MapId];
|
|
map.GetAverageZ(CleanX, CleanY, out _, out var ground, out _);
|
|
|
|
var normal = new TestMulti(GuildHouseId);
|
|
var sunk = new TestMulti(GuildHouseId);
|
|
try
|
|
{
|
|
normal.MoveToWorld(new Point3D(CleanX, CleanY, (sbyte)ground), map);
|
|
Assert.True(MultiMaskCache.ComputeFootprintClean(map, normal));
|
|
|
|
sunk.MoveToWorld(new Point3D(CleanX + 60, CleanY, (sbyte)(ground - 40)), map);
|
|
Assert.False(MultiMaskCache.ComputeFootprintClean(map, sunk));
|
|
}
|
|
finally
|
|
{
|
|
normal.Delete();
|
|
sunk.Delete();
|
|
}
|
|
}
|
|
}
|