ModernUO/Projects/Server.Tests/Tests/Items/PlayerConstructedStackingTests.cs
Kamron Batman 9a25054809
test: remove trivial, duplicate and content-value tests (#2721)
## 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.
2026-10-18 20:08:19 -07:00

76 lines
2.6 KiB
C#

using Xunit;
namespace Server.Tests;
[Collection("Sequential Server Tests")]
public class PlayerConstructedStackingTests
{
// PlayerConstructed is per-instance provenance, and stack operations were written when no
// item carried any. Merging keeps the receiver's copy of a field and splitting rebuilds one
// half from a fixed list of fields, so a flag that is not accounted for in both places is
// one that ordinary stacking can launder or erase.
// Stands in for a real stackable type. LiftItemDupe builds the remainder through the
// parameterless constructor and copies only a fixed list of fields onto it -- Stackable is
// not on that list -- so the remainder is only stackable if the type restores it the way
// every genuine stackable does.
private class StackableItem : Item
{
public StackableItem() => Stackable = true;
public StackableItem(Serial serial) : base(serial) => Stackable = true;
}
private static StackableItem MakeStack(Serial serial, int amount, bool playerConstructed) =>
new(serial) { Amount = amount, PlayerConstructed = playerConstructed };
[Theory]
[InlineData(false)]
[InlineData(true)]
public void LiftItemDupe_CopiesPlayerConstructedToRemainder(bool playerConstructed)
{
var stack = MakeStack((Serial)0x1, 10, playerConstructed);
Item remainder = null;
try
{
remainder = Mobile.LiftItemDupe(stack, 4);
Assert.NotNull(remainder);
Assert.NotSame(stack, remainder);
Assert.Equal(4, stack.Amount);
Assert.Equal(6, remainder.Amount);
Assert.Equal(playerConstructed, remainder.PlayerConstructed);
}
finally
{
stack.Delete();
remainder?.Delete();
}
}
[Fact]
public void SplitHalvesRemainStackableWithEachOther()
{
// The two halves of a split must still be one pile's worth: if the split dropped the
// flag, the remainder would no longer stack back onto what it came from.
var stack = MakeStack((Serial)0x1, 10, true);
Item remainder = null;
try
{
remainder = Mobile.LiftItemDupe(stack, 4);
Assert.NotNull(remainder);
Assert.True(stack.CanStackWith(remainder));
Assert.True(stack.StackWith(null, remainder, false));
Assert.Equal(10, stack.Amount);
Assert.True(stack.PlayerConstructed);
}
finally
{
stack.Delete();
remainder?.Delete();
}
}
}