> [!IMPORTANT] > **Dev Note:** This is an **important** patch as the bug could lead to major issues like: > * Multis/Players disappearing from view or not being counted during game logic. > * World processes (e.g., area checks, targeting) failing to detect entities correctly. > * General stability and correctness concerns for core map functionality. > > **Important Breaking Change**: Multis now properly use the map link list. This means modifying a multi while iterating will cause the server to crash. The crash _is expected_. Please modify/fix code accordingly to create a list using `PooledRefQueue` or `PooledRefList` instead of moving/deleting multis while inside the foreach. ### Summary * Fixes a bug where deleting/moving a multi (boat/house) in some circumstances can use undefined behavior due to unsafe changes to List<BaseMulti> * Fixes a bug where Multis may not be considered while searching due to a bug causing the sector search to end early.
319 lines
8.8 KiB
C#
319 lines
8.8 KiB
C#
using System.Collections.Generic;
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using Server.Items;
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using Xunit;
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namespace Server.Tests.Tests.Maps;
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[Collection("Sequential Server Tests")]
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public class StaticTileEnumeratorTests
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{
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[Fact]
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public void StaticTileEnumerator_MapNullYieldsEmpty()
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{
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var enumerator = new Map.StaticTileEnumerable(null, new Point2D(0, 0)).GetEnumerator();
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Assert.False(enumerator.MoveNext());
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}
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[Fact]
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public void StaticTileEnumerator_EmptyLocationYieldsEmpty()
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{
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var map = Map.Felucca;
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var location = new Point2D(100, 100);
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var tiles = new List<StaticTile>();
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foreach (var tile in new Map.StaticTileEnumerable(map, location, includeStatics: true, includeMultis: false))
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{
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tiles.Add(tile);
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}
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// Since we don't have actual map files loaded, this should be empty
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Assert.Empty(tiles);
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}
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[Fact]
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public void StaticTileEnumerator_IncludeStaticsOnlyWorks()
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{
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var map = Map.Felucca;
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var location = new Point2D(200, 200);
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TestMulti multi = null;
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try
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{
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// Create a multi at the location
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multi = CreateMultiWithComponents(map, new Point3D(200, 200, 0));
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// Get tiles with statics only (no multis)
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var tiles = new List<StaticTile>();
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foreach (var tile in new Map.StaticTileEnumerable(map, location, includeStatics: true, includeMultis: false))
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{
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tiles.Add(tile);
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}
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// Should not include multi tiles
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Assert.Empty(tiles);
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}
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finally
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{
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multi?.Delete();
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}
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}
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[Fact]
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public void StaticTileEnumerator_IncludeMultisOnlyWorks()
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{
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var map = Map.Felucca;
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var location = new Point2D(300, 300);
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TestMulti multi = null;
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try
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{
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// Create a multi at the location with components
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multi = CreateMultiWithComponents(map, new Point3D(300, 300, 0));
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// Get tiles with multis only (no statics)
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var tiles = new List<StaticTile>();
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foreach (var tile in new Map.StaticTileEnumerable(map, location, includeStatics: false, includeMultis: true))
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{
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tiles.Add(tile);
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}
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// Should include multi tiles
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Assert.NotEmpty(tiles);
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}
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finally
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{
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multi?.Delete();
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}
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}
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[Fact]
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public void StaticTileEnumerator_IncludeBothStaticsAndMultisWorks()
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{
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var map = Map.Felucca;
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var location = new Point2D(400, 400);
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TestMulti multi = null;
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try
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{
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// Create a multi at the location
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multi = CreateMultiWithComponents(map, new Point3D(400, 400, 0));
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// Get all tiles (statics and multis)
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var tiles = new List<StaticTile>();
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foreach (var tile in new Map.StaticTileEnumerable(map, location, includeStatics: true, includeMultis: true))
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{
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tiles.Add(tile);
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}
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// Should include multi tiles (statics would be empty without map files)
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Assert.NotEmpty(tiles);
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}
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finally
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{
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multi?.Delete();
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}
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}
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[Fact]
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public void StaticTileEnumerator_MultiTileZOffsetApplied()
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{
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var map = Map.Felucca;
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var location = new Point2D(500, 500);
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var multiZ = 10;
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TestMulti multi = null;
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try
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{
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// Create a multi at Z=10
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multi = CreateMultiWithComponents(map, new Point3D(500, 500, multiZ));
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// Get multi tiles
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var tiles = new List<StaticTile>();
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foreach (var tile in new Map.StaticTileEnumerable(map, location, includeStatics: false, includeMultis: true))
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{
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tiles.Add(tile);
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}
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// All tiles should have Z offset by the multi's Z position
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Assert.NotEmpty(tiles);
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Assert.All(tiles, tile => Assert.True(tile.Z >= multiZ));
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}
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finally
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{
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multi?.Delete();
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}
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}
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[Fact]
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public void StaticTileEnumerator_TileMatrixGetStaticTilesWorks()
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{
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var map = Map.Felucca;
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var x = 600;
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var y = 600;
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// Test the TileMatrix.GetStaticTiles method
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var tiles = new List<StaticTile>();
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foreach (var tile in map.Tiles.GetStaticTiles(x, y))
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{
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tiles.Add(tile);
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}
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// Without map files loaded, should be empty
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Assert.Empty(tiles);
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}
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[Fact]
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public void StaticTileEnumerator_TileMatrixGetStaticAndMultiTilesWorks()
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{
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var map = Map.Felucca;
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var x = 700;
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var y = 700;
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TestMulti multi = null;
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try
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{
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// Create a multi at the location
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multi = CreateMultiWithComponents(map, new Point3D(700, 700, 0));
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// Test the TileMatrix.GetStaticAndMultiTiles method
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var tiles = new List<StaticTile>();
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foreach (var tile in map.Tiles.GetStaticAndMultiTiles(x, y))
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{
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tiles.Add(tile);
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}
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// Should include multi tiles
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Assert.NotEmpty(tiles);
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}
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finally
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{
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multi?.Delete();
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}
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}
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[Fact]
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public void StaticTileEnumerator_TileMatrixGetMultiTilesWorks()
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{
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var map = Map.Felucca;
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var x = 800;
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var y = 800;
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TestMulti multi = null;
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try
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{
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// Create a multi at the location
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multi = CreateMultiWithComponents(map, new Point3D(800, 800, 0));
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// Test the TileMatrix.GetMultiTiles method
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var tiles = new List<StaticTile>();
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foreach (var tile in map.Tiles.GetMultiTiles(x, y))
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{
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tiles.Add(tile);
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}
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// Should include multi tiles
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Assert.NotEmpty(tiles);
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}
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finally
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{
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multi?.Delete();
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}
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}
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[Fact]
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public void StaticTileEnumerator_MultipleMultisAtSameLocation()
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{
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var map = Map.Felucca;
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var location = new Point2D(900, 900);
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var multis = new TestMulti[2];
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try
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{
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// Create two multis at the same location
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multis[0] = CreateMultiWithComponents(map, new Point3D(900, 900, 0));
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multis[1] = CreateMultiWithComponents(map, new Point3D(900, 900, 5));
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// Get all multi tiles
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var tiles = new List<StaticTile>();
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foreach (var tile in new Map.StaticTileEnumerable(map, location, includeStatics: false, includeMultis: true))
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{
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tiles.Add(tile);
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}
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// Should include tiles from both multis
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Assert.NotEmpty(tiles);
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// We expect at least tiles from both multis
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Assert.True(tiles.Count >= 2);
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}
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finally
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{
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multis[0]?.Delete();
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multis[1]?.Delete();
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}
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}
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[Fact]
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public void StaticTileEnumerator_EmptyReturnsCorrectly()
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{
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var enumerator = Map.StaticTileEnumerable.Empty.GetEnumerator();
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Assert.False(enumerator.MoveNext());
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}
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[Fact]
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public void StaticTileEnumerator_DeletedMultiSkipped()
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{
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var map = Map.Felucca;
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var location = new Point2D(1000, 1000);
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var multis = new TestMulti[2];
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try
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{
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// Create two multis
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multis[0] = CreateMultiWithComponents(map, new Point3D(1000, 1000, 0));
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multis[1] = CreateMultiWithComponents(map, new Point3D(1000, 1000, 5));
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// Delete the first multi
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multis[0].Delete();
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// Get all multi tiles
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var tiles = new List<StaticTile>();
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foreach (var tile in new Map.StaticTileEnumerable(map, location, includeStatics: false, includeMultis: true))
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{
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tiles.Add(tile);
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}
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// Should only include tiles from the second multi
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Assert.NotEmpty(tiles);
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Assert.All(tiles, tile => Assert.True(tile.Z >= 5));
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}
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finally
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{
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multis[0]?.Delete();
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multis[1]?.Delete();
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}
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}
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private static TestMulti CreateMultiWithComponents(Map map, Point3D location)
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{
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var multi = new TestMulti(World.NewItem);
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multi.MoveToWorld(location, map);
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return multi;
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}
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private class TestMulti : BaseMulti
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{
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public TestMulti(Serial serial) : base(serial)
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{
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}
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public override MultiComponentList Components => DefaultComponents;
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private static readonly MultiComponentList DefaultComponents = new(
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[
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new MultiTileEntry(0x1, 0, 0, 0, 0x0),
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new MultiTileEntry(0x2, 1, 0, 0, 0x0)
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]
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);
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}
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}
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