## Problem Three coupled issues, each hiding the next: 1. **CI passed despite failing tests, with no test logs.** ([example run](https://github.com/modernuo/ModernUO/actions/runs/28639143286/job/84931544255) — the `Test` step produced zero output and the job went green.) 2. **Two `EmitsLowerStatReqWhenPassed` tests** fail with `KeyNotFoundException: '1060435'`. 3. Once CI actually ran the tests, **~337 UOContent tests failed** with `FileNotFoundException: tiledata.mul was not found` — the test bootstrap force-loaded copyrighted client data that CI doesn't have. ## Root causes & fixes ### 1. CI ran zero tests (`fix(ci)`) The `Test` step ran `dotnet test --no-restore`, but the `Build` step only restores/builds `Application` — never the test projects. Without a restore, the test projects have no `project.assets.json`, so `Microsoft.NET.Test.Sdk`'s targets aren't imported, they aren't recognized as test projects, and `dotnet test` runs the `VSTest` target against **zero** projects → no output, **exit 0**. - Both jobs now run `dotnet test --logger trx --results-directory ./TestResults` (test projects restore and run) **plus a guard** that fails the job if no `.trx` is produced — a permanent backstop against silent zero-test passes. ### 2. Impossible OPL tests (`fix(ci)` + `test(opl)`) #2501 deliberately emits `LowerStatReq` (`1060435`) **inline in each item**, not in `GetProperties`. A follow-up "fix" dropped the `lowerStatReq:` argument to make the tests compile but left the assertions expecting `1060435`. - Removed the two impossible tests, then removed the **entire `Tests/PropertyList/` OPL attribute set** from #2501: these assert exact cliloc/value/order of OPL emission per item base — a one-time proof of the #2501 rewire, now a permanent tax on modding (any admin reorder/value change/added line reddens the build). The one non-trivial case (LowerStatReq) is what just broke, because the test was wrong. Inline emission stays covered by the `BaseArmor`/`BaseClothing` tests. ### 3. Tile-data-dependent tests crashed CI (`test(uocontent)`) UOContent.Tests' collection-fixture constructor force-loaded `tiledata.mul` unconditionally. On CI (no client files) it threw, and xUnit failed **every test in the collection** with the same error — mostly collateral (packet/scheduler/spawner tests that don't need tile data). - Mirror Server.Tests' graceful pattern: `TestServerInitializer` probes for `tiledata.mul` and only loads tile/multi data (and runs the tile-dependent configure steps) when present, exposing `TileDataLoaded` so the fixture no longer throws. - Add a shared `TileDataRequirement.SkipIfMissing()` guard and apply it to exactly the **31** pathfinding/multi/AI tests that genuinely need real tile data (`[SkippableFact]`/`[SkippableTheory]`). ## Verification (all local) | Scenario | Server.Tests | UOContent.Tests | |---|---|---| | **Client data absent (CI)** | 726 pass, 17 skip, **0 fail** | 469 pass, 32 skip, **0 fail** | | **Client data present (dev)** | 726 pass, 0 skip, **0 fail** | 501 pass, 0 skip, **0 fail** | - Full `dotnet test` exits **0**; TRX files produced; the no-test guard trips (exit 1) only when zero `.trx` are produced.
89 lines
3.5 KiB
C#
89 lines
3.5 KiB
C#
using Server;
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using Server.Engines.Pathing.Cache;
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using Server.Items;
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using Xunit;
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using Xunit.Abstractions;
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namespace Server.Tests.Pathfinding;
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[Collection("Sequential Pathfinding Tests")]
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public class FoundationRedesignTests
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{
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private readonly ITestOutputHelper _output;
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public FoundationRedesignTests(ITestOutputHelper output) => _output = output;
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private const int MapId = 1;
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private const int PlaceX = 1500;
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private const int PlaceY = 1600;
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[SkippableFact]
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public void SwappingComponents_ChangesFootprint()
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{
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TileDataRequirement.SkipIfMissing();
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var foundation = new SwappableFoundation(0x74); // GuildHouse footprint
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try
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{
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var beforeCount = MultiArt.FootprintCells(foundation).Count;
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Assert.True(beforeCount > 0, "non-vacuity: initial footprint must cover cells");
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foundation.Redesign(MultiData.GetComponents(0x7A)); // Tower footprint (different shape)
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var afterCount = MultiArt.FootprintCells(foundation).Count;
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Assert.NotEqual(beforeCount, afterCount);
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_output.WriteLine($"redesign footprint {beforeCount} -> {afterCount} cells");
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}
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finally
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{
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foundation.Delete();
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}
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}
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[SkippableFact]
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public void RedesignReRegistered_RoutesNewFootprintToLivePath()
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{
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TileDataRequirement.SkipIfMissing();
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StepCache.Instance.Clear();
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var map = Map.Maps[MapId];
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Assert.NotNull(map);
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var foundation = new SwappableFoundation(0x74);
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map.GetAverageZ(PlaceX, PlaceY, out _, out var z, out _);
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var loc = new Point3D(PlaceX, PlaceY, (sbyte)z);
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foundation.MoveToWorld(loc, map);
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try
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{
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// Current design's covered cells route to the live (multi-aware) path.
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var before = MultiArt.FindFloorCell(foundation);
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Assert.True(before.HasValue, "non-vacuity: initial design must have a floor cell");
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var maskBefore = StepCache.Instance.TryGetMask(map, before.Value.X, before.Value.Y, (sbyte)z);
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Assert.Equal(CacheHitKind.Fallthrough_Multi, maskBefore.HitKind);
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// Redesign, RE-REGISTERED so sectors track the new footprint (model a real commit).
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// Internalize() moves the multi to Map.Internal, which fires Map.OnLeave and removes
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// the OLD footprint's sector registration. We then swap the MCL and MoveToWorld back,
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// which fires Map.OnEnter -> AddMulti against the fresh Components (new footprint).
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foundation.Internalize();
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foundation.Redesign(MultiData.GetComponents(0x7A));
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foundation.MoveToWorld(loc, map);
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var after = MultiArt.FindFloorCell(foundation);
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Assert.True(after.HasValue, "non-vacuity: redesigned design must have a floor cell");
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// The new footprint cell must be registered (HasMultis) and route to the live path.
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var sector = map.GetRealSector(after.Value.X >> 4, after.Value.Y >> 4);
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Assert.True(sector.HasMultis, "redesigned footprint must re-register its sector");
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var maskAfter = StepCache.Instance.TryGetMask(map, after.Value.X, after.Value.Y, (sbyte)z);
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Assert.Equal(CacheHitKind.Fallthrough_Multi, maskAfter.HitKind);
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_output.WriteLine($"redesign re-registered: before {before.Value.X},{before.Value.Y} after {after.Value.X},{after.Value.Y}");
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}
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finally
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{
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if (!foundation.Deleted)
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{
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foundation.Delete();
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}
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}
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}
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}
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