## 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.
44 lines
1.1 KiB
C#
44 lines
1.1 KiB
C#
using System;
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using Server;
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using Server.Items;
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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 TreasureChestDecayTests
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{
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public static TheoryData<Type> ChestTypes =>
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[
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typeof(TreasureChestLevel1),
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typeof(TreasureChestLevel2),
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typeof(TreasureChestLevel3),
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typeof(TreasureChestLevel4)
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];
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// DecayScheduler reads ScheduledDecayTime repeatedly and needs the reads to agree, so the
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// random interval must be rolled once per chest rather than per read.
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[Theory]
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[MemberData(nameof(ChestTypes))]
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public void ScheduledDecayTimeIsStableAcrossReads(Type chestType)
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{
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var chest = chestType.CreateInstance<LockableContainer>();
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try
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{
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chest.MoveToWorld(new Point3D(150, 150, 0), Map.Felucca);
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var expected = chest.ScheduledDecayTime;
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for (var i = 0; i < 100; i++)
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{
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Assert.Equal(expected, chest.ScheduledDecayTime);
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}
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}
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finally
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{
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chest.Delete();
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}
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}
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}
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