Centralise and harden editor-ready-for-use check

Not only does this combine the check into one location, but it also adds
a check on the global `WorkingBeatmap` being updated, which is the only
way I can see the following failure happening:

```csharp
05:19:07     osu.Game.Tests: osu.Game.Tests.Visual.Editing.TestSceneEditorBeatmapCreation.TestAddAudioTrack
05:19:07       Failed TestAddAudioTrack [161 ms]
05:19:07       Error Message:
05:19:07        TearDown : System.NullReferenceException : Object reference not set to an instance of an object.
05:19:07       Stack Trace:
05:19:07       --TearDown
05:19:07        at osu.Game.Database.ModelManager`1.<>c__DisplayClass7_0.<AddFile>b__0(TModel managed) in C:\BuildAgent\work\ecd860037212ac52\osu.Game\Database\ModelManager.cs:line 36
05:19:07        at osu.Game.Database.ModelManager`1.<>c__DisplayClass8_0.<performFileOperation>b__0(Realm realm) in C:\BuildAgent\work\ecd860037212ac52\osu.Game\Database\ModelManager.cs:line 49
05:19:07        at osu.Game.Database.RealmExtensions.Write(Realm realm, Action`1 function) in C:\BuildAgent\work\ecd860037212ac52\osu.Game\Database\RealmExtensions.cs:line 14
05:19:07        at osu.Game.Database.ModelManager`1.performFileOperation(TModel item, Action`1 operation) in C:\BuildAgent\work\ecd860037212ac52\osu.Game\Database\ModelManager.cs:line 46
05:19:07        at osu.Game.Database.ModelManager`1.AddFile(TModel item, Stream contents, String filename) in C:\BuildAgent\work\ecd860037212ac52\osu.Game\Database\ModelManager.cs:line 36
05:19:07        at osu.Game.Screens.Edit.Setup.ResourcesSection.ChangeAudioTrack(FileInfo source) in C:\BuildAgent\work\ecd860037212ac52\osu.Game\Screens\Edit\Setup\ResourcesSection.cs:line 115
05:19:07        at osu.Game.Tests.Visual.Editing.TestSceneEditorBeatmapCreation.<TestAddAudioTrack>b__13_0() in C:\BuildAgent\work\ecd860037212ac52\osu.Game.Tests\Visual\Editing\TestSceneEditorBeatmapCreation.cs:line 101
05:19:07        at osu.Framework.Testing.Drawables.Steps.AssertButton.checkAssert()
05:19:07        at osu.Framework.Testing.Drawables.Steps.StepButton.PerformStep(Boolean userTriggered)
05:19:07        at osu.Framework.Testing.TestScene.runNextStep(Action onCompletion, Action`1 onError, Func`2 stopCondition)
```
This commit is contained in:
Dean Herbert
2022-06-27 16:19:31 +09:00
parent 10d1bbb131
commit 5a7d339cc8
5 changed files with 34 additions and 21 deletions

View File

@ -10,7 +10,6 @@ using osu.Framework.Input;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Edit;
@ -41,10 +40,6 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TestBeatmap(ruleset, false);
private bool editorComponentsReady => editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true
&& editor.ChildrenOfType<TimelineArea>().FirstOrDefault()?.IsLoaded == true
&& editor?.ChildrenOfType<Playfield>().FirstOrDefault()?.IsLoaded == true;
[TestCase(true)]
[TestCase(false)]
public void TestVelocityChangeSavesCorrectly(bool adjustVelocity)
@ -52,7 +47,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
double? velocity = null;
AddStep("enter editor", () => Game.ScreenStack.Push(new EditorLoader()));
AddUntilStep("wait for editor load", () => editorComponentsReady);
AddUntilStep("wait for editor load", () => editor?.ReadyForUse == true);
AddStep("seek to first control point", () => editorClock.Seek(editorBeatmap.ControlPointInfo.TimingPoints.First().Time));
AddStep("enter slider placement mode", () => InputManager.Key(Key.Number3));
@ -91,7 +86,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
AddStep("exit", () => InputManager.Key(Key.Escape));
AddStep("enter editor (again)", () => Game.ScreenStack.Push(new EditorLoader()));
AddUntilStep("wait for editor load", () => editorComponentsReady);
AddUntilStep("wait for editor load", () => editor?.ReadyForUse == true);
AddStep("seek to slider", () => editorClock.Seek(slider.StartTime));
AddAssert("slider has correct velocity", () => slider.Velocity == velocity);