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Move ongoing operation wait step to proper place
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@ -50,14 +50,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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[Test]
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[FlakyTest]
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/*
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* TearDown : System.TimeoutException : "wait for ongoing operation to complete" timed out
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* --TearDown
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* at osu.Framework.Testing.Drawables.Steps.UntilStepButton.<>c__DisplayClass11_0.<.ctor>b__0()
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* at osu.Framework.Testing.Drawables.Steps.StepButton.PerformStep(Boolean userTriggered)
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* at osu.Framework.Testing.TestScene.runNextStep(Action onCompletion, Action`1 onError, Func`2 stopCondition)
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*/
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public void TestItemStillSelectedAfterChangeToSameBeatmap()
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{
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selectNewItem(() => InitialBeatmap);
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@ -66,7 +58,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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[Test]
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[FlakyTest] // See above
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public void TestItemStillSelectedAfterChangeToOtherBeatmap()
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{
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selectNewItem(() => OtherBeatmap);
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@ -75,7 +66,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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[Test]
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[FlakyTest] // See above
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public void TestOnlyLastItemChangedAfterGameplayFinished()
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{
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RunGameplay();
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@ -90,7 +80,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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[Test]
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[FlakyTest] // See above
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public void TestAddItemsAsHost()
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{
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addItem(() => OtherBeatmap);
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@ -115,7 +104,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddUntilStep("wait for song select", () => CurrentSubScreen is Screens.Select.SongSelect select && select.BeatmapSetsLoaded);
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BeatmapInfo otherBeatmap = null;
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AddUntilStep("wait for ongoing operation to complete", () => !(CurrentScreen as OnlinePlayScreen).ChildrenOfType<OngoingOperationTracker>().Single().InProgress.Value);
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AddStep("select other beatmap", () => ((Screens.Select.SongSelect)CurrentSubScreen).FinaliseSelection(otherBeatmap = beatmap()));
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AddUntilStep("wait for return to match", () => CurrentSubScreen is MultiplayerMatchSubScreen);
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@ -131,7 +119,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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});
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AddUntilStep("wait for song select", () => CurrentSubScreen is Screens.Select.SongSelect select && select.BeatmapSetsLoaded);
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AddUntilStep("wait for ongoing operation to complete", () => !(CurrentScreen as OnlinePlayScreen).ChildrenOfType<OngoingOperationTracker>().Single().InProgress.Value);
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AddStep("select other beatmap", () => ((Screens.Select.SongSelect)CurrentSubScreen).FinaliseSelection(beatmap()));
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AddUntilStep("wait for return to match", () => CurrentSubScreen is MultiplayerMatchSubScreen);
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}
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