## 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.
151 lines
4.8 KiB
C#
151 lines
4.8 KiB
C#
using Server;
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using Server.Mobiles;
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using Server.SkillHandlers;
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using Server.Tests;
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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 DetectHiddenTests
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{
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// All coordinates use Y=500 to stay well within Felucca's 7168x4096 boundary.
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// X values are spread 200 tiles apart to avoid overlap with each other and
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// with the Tracking tests that use coordinates around (1000-4000, 1000-4000).
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/// <summary>
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/// A detector with higher Detect Hidden than the stealther's Hiding should reveal them.
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/// With PredictableRandom both rolls get the same offset, so detection succeeds
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/// when detectSkill >= hiding.
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/// </summary>
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[Fact]
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public void TryDetectStealther_Reveals_WhenDetectSkillExceedsHiding()
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{
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using var rng = new PredictableRandom(10);
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DetectHidden.ClearDebounceCache();
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var map = Map.Felucca;
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var detector = CreatePlayerMobile(map, new Point3D(1000, 500, 0));
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var stealther = CreatePlayerMobile(map, new Point3D(1001, 500, 0));
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try
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{
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detector.Skills.DetectHidden.BaseFixedPoint = 600; // 60.0
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stealther.Skills.Hiding.BaseFixedPoint = 500; // 50.0
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stealther.Hidden = true;
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var result = DetectHidden.TryDetectStealther(detector, stealther);
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Assert.True(result);
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Assert.False(stealther.Hidden);
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}
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finally
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{
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detector.Delete();
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stealther.Delete();
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DetectHidden.ClearDebounceCache();
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}
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}
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/// <summary>
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/// When detect skill exactly equals hiding, detection succeeds (ss >= ts).
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/// </summary>
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[Fact]
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public void TryDetectStealther_Reveals_WhenSkillsAreEqual()
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{
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using var rng = new PredictableRandom(10);
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DetectHidden.ClearDebounceCache();
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var map = Map.Felucca;
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var detector = CreatePlayerMobile(map, new Point3D(1200, 500, 0));
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var stealther = CreatePlayerMobile(map, new Point3D(1201, 500, 0));
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try
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{
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detector.Skills.DetectHidden.BaseFixedPoint = 500; // 50.0
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stealther.Skills.Hiding.BaseFixedPoint = 500; // 50.0
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stealther.Hidden = true;
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var result = DetectHidden.TryDetectStealther(detector, stealther);
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Assert.True(result);
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Assert.False(stealther.Hidden);
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}
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finally
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{
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detector.Delete();
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stealther.Delete();
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DetectHidden.ClearDebounceCache();
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}
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}
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/// <summary>
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/// When hiding skill exceeds detect skill, detection fails.
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/// </summary>
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[Fact]
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public void TryDetectStealther_DoesNotReveal_WhenHidingExceedsDetectSkill()
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{
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using var rng = new PredictableRandom(10);
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DetectHidden.ClearDebounceCache();
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var map = Map.Felucca;
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var detector = CreatePlayerMobile(map, new Point3D(1400, 500, 0));
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var stealther = CreatePlayerMobile(map, new Point3D(1401, 500, 0));
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try
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{
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detector.Skills.DetectHidden.BaseFixedPoint = 500; // 50.0
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stealther.Skills.Hiding.BaseFixedPoint = 600; // 60.0
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stealther.Hidden = true;
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var result = DetectHidden.TryDetectStealther(detector, stealther);
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Assert.False(result);
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Assert.True(stealther.Hidden);
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}
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finally
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{
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detector.Delete();
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stealther.Delete();
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DetectHidden.ClearDebounceCache();
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}
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}
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/// <summary>
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/// A detector with zero Detect Hidden skill should never passively detect anyone.
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/// Uses Elf race since Humans get a 20.0 racial bonus (Jack of All Trades).
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/// </summary>
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[Fact]
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public void TryDetectStealther_DoesNotReveal_WhenDetectorHasNoSkill()
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{
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using var rng = new PredictableRandom(10);
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DetectHidden.ClearDebounceCache();
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var map = Map.Felucca;
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var detector = CreatePlayerMobile(map, new Point3D(1600, 500, 0));
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var stealther = CreatePlayerMobile(map, new Point3D(1601, 500, 0));
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try
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{
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detector.Race = Race.Elf;
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detector.Skills.DetectHidden.BaseFixedPoint = 0; // 0.0
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stealther.Skills.Hiding.BaseFixedPoint = 0; // 0.0
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stealther.Hidden = true;
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var result = DetectHidden.TryDetectStealther(detector, stealther);
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Assert.False(result);
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Assert.True(stealther.Hidden);
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}
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finally
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{
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detector.Delete();
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stealther.Delete();
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DetectHidden.ClearDebounceCache();
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}
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}
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private static PlayerMobile CreatePlayerMobile(Map map, Point3D location)
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{
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var mobile = new PlayerMobile(World.NewMobile);
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mobile.DefaultMobileInit();
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mobile.MoveToWorld(location, map);
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return mobile;
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}
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}
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