## 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
28 lines
1.2 KiB
C#
28 lines
1.2 KiB
C#
using Server.Tests.Terrain;
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using Xunit;
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namespace Server.Tests;
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/// <summary>
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/// Fixture for all server tests. The host runs on generated tile data and terrain (see <see cref="SyntheticWorld"/>).
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/// </summary>
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[CollectionDefinition("Sequential Server Tests", DisableParallelization = true)]
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public class ServerFixture : ICollectionFixture<ServerFixture>
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{
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/// <summary>A tile with the Surface flag.</summary>
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public static ushort SurfaceTileId => TestTiles.Floor;
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/// <summary>A tile with the Impassable flag.</summary>
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public static ushort ImpassableTileId => TestTiles.Rock;
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/// <summary>A tile with the Wet flag (water).</summary>
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public static ushort WetTileId => TestTiles.Water;
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/// <summary>A tile with both Surface and Impassable flags (tables, furniture).</summary>
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public static ushort SurfaceImpassableTileId => TestTiles.Counter;
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// Global init runs exactly once via the shared, guarded TestServerInitializer. The single
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// bootstrap owns global state for the lifetime of the test host, so there is no
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// per-collection teardown — matching UOContent.Tests' TestServerInitializer pattern.
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public ServerFixture() => TestServerInitializer.Initialize();
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}
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