ModernUO/Projects/Server.Tests/Tests/Maps/StaticTileEnumeratorTests.cs
Kamron Batman 54c0040ac8
test: run tile-dependent tests on synthetic terrain instead of client files (#2725)
## 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
2026-10-18 22:07:40 -07:00

316 lines
9.3 KiB
C#

using System.Collections.Generic;
using Server.Items;
using Xunit;
namespace Server.Tests.Maps;
[Collection("Sequential Server Tests")]
public class StaticTileEnumeratorTests
{
[Fact]
public void StaticTileEnumerator_IncludeStaticsOnlyWorks()
{
var map = Map.Felucca;
var location = new Point2D(200, 200);
// The synthetic map has no statics here; the multi must add nothing to the statics-only walk.
var mapStatics = CollectTiles(map, location, includeStatics: true, includeMultis: false);
TestMulti multi = null;
try
{
multi = CreateMultiWithComponents(map, new Point3D(200, 200, 0));
var tiles = CollectTiles(map, location, includeStatics: true, includeMultis: false);
Assert.Equal(mapStatics, tiles);
}
finally
{
multi?.Delete();
}
}
[Fact]
public void StaticTileEnumerator_IncludeMultisOnlyWorks()
{
var map = Map.Felucca;
var location = new Point2D(300, 300);
TestMulti multi = null;
try
{
// Create a multi at the location with components
multi = CreateMultiWithComponents(map, new Point3D(300, 300, 0));
// Get tiles with multis only (no statics)
var tiles = new List<StaticTile>();
foreach (var tile in new Map.StaticTileEnumerable(map, location, includeStatics: false, includeMultis: true))
{
tiles.Add(tile);
}
// Should include multi tiles
Assert.NotEmpty(tiles);
}
finally
{
multi?.Delete();
}
}
[Fact]
public void StaticTileEnumerator_IncludeBothStaticsAndMultisWorks()
{
var map = Map.Felucca;
var location = new Point2D(400, 400);
var mapStatics = CollectTiles(map, location, includeStatics: true, includeMultis: false);
TestMulti multi = null;
try
{
multi = CreateMultiWithComponents(map, new Point3D(400, 400, 0));
var multiTiles = CollectTiles(map, location, includeStatics: false, includeMultis: true);
var tiles = CollectTiles(map, location, includeStatics: true, includeMultis: true);
Assert.NotEmpty(multiTiles);
Assert.Equal(mapStatics.Count + multiTiles.Count, tiles.Count);
Assert.All(mapStatics, tile => Assert.Contains(tile, tiles));
Assert.All(multiTiles, tile => Assert.Contains(tile, tiles));
}
finally
{
multi?.Delete();
}
}
[Fact]
public void StaticTileEnumerator_MultiTileZOffsetApplied()
{
var map = Map.Felucca;
var location = new Point2D(500, 500);
var multiZ = 10;
TestMulti multi = null;
try
{
// Create a multi at Z=10
multi = CreateMultiWithComponents(map, new Point3D(500, 500, multiZ));
// Get multi tiles
var tiles = new List<StaticTile>();
foreach (var tile in new Map.StaticTileEnumerable(map, location, includeStatics: false, includeMultis: true))
{
tiles.Add(tile);
}
// All tiles should have Z offset by the multi's Z position
Assert.NotEmpty(tiles);
Assert.All(tiles, tile => Assert.True(tile.Z >= multiZ));
}
finally
{
multi?.Delete();
}
}
[Fact]
public void StaticTileEnumerator_TileMatrixGetStaticAndMultiTilesWorks()
{
var map = Map.Felucca;
var x = 700;
var y = 700;
TestMulti multi = null;
try
{
// Create a multi at the location
multi = CreateMultiWithComponents(map, new Point3D(700, 700, 0));
// Test the TileMatrix.GetStaticAndMultiTiles method
var tiles = new List<StaticTile>();
foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
{
tiles.Add(tile);
}
// Should include multi tiles
Assert.NotEmpty(tiles);
}
finally
{
multi?.Delete();
}
}
[Fact]
public void StaticTileEnumerator_TileMatrixGetMultiTilesWorks()
{
var map = Map.Felucca;
var x = 800;
var y = 800;
TestMulti multi = null;
try
{
// Create a multi at the location
multi = CreateMultiWithComponents(map, new Point3D(800, 800, 0));
// Test the TileMatrix.GetMultiTiles method
var tiles = new List<StaticTile>();
foreach (var tile in map.Tiles.GetMultiTiles(x, y))
{
tiles.Add(tile);
}
// Should include multi tiles
Assert.NotEmpty(tiles);
}
finally
{
multi?.Delete();
}
}
[Fact]
public void StaticTileEnumerator_MultipleMultisAtSameLocation()
{
var map = Map.Felucca;
var location = new Point2D(900, 900);
var multis = new TestMulti[2];
try
{
// Create two multis at the same location
multis[0] = CreateMultiWithComponents(map, new Point3D(900, 900, 0));
multis[1] = CreateMultiWithComponents(map, new Point3D(900, 900, 5));
// Get all multi tiles
var tiles = new List<StaticTile>();
foreach (var tile in new Map.StaticTileEnumerable(map, location, includeStatics: false, includeMultis: true))
{
tiles.Add(tile);
}
// Should include tiles from both multis
Assert.NotEmpty(tiles);
// We expect at least tiles from both multis
Assert.True(tiles.Count >= 2);
}
finally
{
multis[0]?.Delete();
multis[1]?.Delete();
}
}
[Fact]
public void StaticTileEnumerator_DeletedMultiSkipped()
{
var map = Map.Felucca;
var location = new Point2D(1000, 1000);
var multis = new TestMulti[2];
try
{
// Create two multis
multis[0] = CreateMultiWithComponents(map, new Point3D(1000, 1000, 0));
multis[1] = CreateMultiWithComponents(map, new Point3D(1000, 1000, 5));
// Delete the first multi
multis[0].Delete();
// Get all multi tiles
var tiles = new List<StaticTile>();
foreach (var tile in new Map.StaticTileEnumerable(map, location, includeStatics: false, includeMultis: true))
{
tiles.Add(tile);
}
// Should only include tiles from the second multi
Assert.NotEmpty(tiles);
Assert.All(tiles, tile => Assert.True(tile.Z >= 5));
}
finally
{
multis[0]?.Delete();
multis[1]?.Delete();
}
}
[Fact]
public void StaticTileEnumerator_MultiWithEmptyCellDoesNotHideLaterMultis()
{
var map = Map.Felucca;
var location = new Point2D(1101, 1100);
TestMulti outer = null;
TestMulti inner = null;
try
{
// Outer's bounds cover the probe cell but it has no tile there; placing it first puts it
// ahead of inner in the sector's multi list
outer = new TestMulti(GappedComponents);
outer.MoveToWorld(new Point3D(1100, 1100, 0), map);
inner = new TestMulti(SingleTileComponents);
inner.MoveToWorld(new Point3D(location.X, location.Y, 20), map);
var tiles = new List<StaticTile>();
foreach (var tile in new Map.StaticTileEnumerable(map, location, includeStatics: false, includeMultis: true))
{
tiles.Add(tile);
}
// Only inner sits at z 20; item ids are masked by tiledata, which CI does not have
var single = Assert.Single(tiles);
Assert.Equal(20, single.Z);
}
finally
{
outer?.Delete();
inner?.Delete();
}
}
// Entries after the first need non-zero flags or MultiComponentList drops them
private static readonly MultiComponentList GappedComponents = new(
[
new MultiTileEntry(0x1, 0, 0, 0, TileFlag.Background),
new MultiTileEntry(0x2, 2, 0, 0, TileFlag.Background)
]
);
private static readonly MultiComponentList SingleTileComponents = new(
[
new MultiTileEntry(0x3, 0, 0, 0, TileFlag.Background)
]
);
private static readonly MultiComponentList DefaultComponents = new(
[
new MultiTileEntry(0x1, 0, 0, 0, 0x0),
new MultiTileEntry(0x2, 1, 0, 0, 0x0)
]
);
private static List<StaticTile> CollectTiles(Map map, Point2D location, bool includeStatics, bool includeMultis)
{
var tiles = new List<StaticTile>();
foreach (var tile in new Map.StaticTileEnumerable(map, location, includeStatics, includeMultis))
{
tiles.Add(tile);
}
return tiles;
}
private static TestMulti CreateMultiWithComponents(Map map, Point3D location)
{
var multi = new TestMulti(DefaultComponents);
multi.MoveToWorld(location, map);
return multi;
}
}