## Problem Running the full `UOContent.Tests` suite, the test host **hangs ~2.5 minutes at shutdown and then crashes** (`Test host process crashed` / run aborted). The tests themselves are fine — they complete in ~1s — but the process can't exit. Captured via `--blame-hang` dump. The blocking thread: ``` System.Threading.WaitHandle.WaitOne() Server.SerializationThreadWorker.Sleep() SerializationThreadWorker.cs:54 (_stopEvent.WaitOne()) Server.SerializationThreadWorker.Exit() SerializationThreadWorker.cs:61 Server.World.ExitSerializationThreads() World.cs:429 Server.Tests.UOContentFixture..ctor() ``` ### Root cause Both collection fixtures (`UOContentFixture` and `PathfindingTestFixture`) each run the **full process-global ModernUO bootstrap**. `World.Load()` is guarded to run once per process, so the **second** fixture's `World.Load()` is a no-op and does **not** respawn the serialization workers — but `World.ExitSerializationThreads()` is **not** guarded, so the second fixture calls `Exit()` on workers whose threads have already terminated. `Exit()` → `Sleep()` → `_stopEvent.WaitOne()` then blocks forever (a dead thread never sets the event). The first collection's tests run; the second collection's fixture deadlocks in its constructor; the host eventually gets killed. This is why single-collection (filtered) runs were fine — only one fixture ever bootstraps — but the full suite hangs. It's not a parallelization race: even strictly sequential, the second fixture deadlocks. ## Fix **(a) Engine — idempotent `SerializationThreadWorker.Exit()`** A second `Exit()` is now a safe no-op instead of a permanent block. Only the owning (main) thread calls `Exit()`, so no synchronization is needed, and the single-call production shutdown path is unchanged. **(b) Tests — one shared bootstrap, strictly sequential collections** - New `TestServerBootstrap.EnsureInitialized()` runs the superset global init **exactly once per process** (lock + once-flag). - `UOContentFixture` / `PathfindingTestFixture` slim down to delegate to it and no longer tear down global state (which the single-bootstrap model owns for the host's lifetime). - `[assembly: CollectionBehavior(DisableTestParallelization = true)]` so collections never overlap. ## Result | | Before | After | |---|---|---| | Tests run (full suite) | 258 (UOContent collection deadlocked) | **418** | | Outcome | 2.5-min hang → host crash | **418 passed, clean exit** | | Wall time | killed | **~7s** |
41 lines
1.7 KiB
C#
41 lines
1.7 KiB
C#
using Xunit;
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namespace Server.Tests;
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/// <summary>
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/// Fixture for all server tests. Attempts to load TileData from client files if available.
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/// Configure client path via MODERNUO_CLIENT_PATH environment variable or place files at C:\Ultima Online Classic.
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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>
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/// True if TileData was successfully loaded from client files.
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/// </summary>
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public static bool TileDataLoaded => TestServerInitializer.TileDataLoaded;
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/// <summary>
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/// A tile ID known to have the Surface flag. 0 if not found.
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/// </summary>
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public static ushort SurfaceTileId => TestServerInitializer.SurfaceTileId;
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/// <summary>
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/// A tile ID known to have the Impassable flag. 0 if not found.
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/// </summary>
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public static ushort ImpassableTileId => TestServerInitializer.ImpassableTileId;
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/// <summary>
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/// A tile ID known to have the Wet flag (water). 0 if not found.
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/// </summary>
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public static ushort WetTileId => TestServerInitializer.WetTileId;
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/// <summary>
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/// A tile ID known to have both Surface and Impassable flags (tables, furniture). 0 if not found.
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/// </summary>
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public static ushort SurfaceImpassableTileId => TestServerInitializer.SurfaceImpassableTileId;
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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(loadTileData: true);
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}
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