Merge branch 'master' into test-scene-osu-game-fix-async-disposal-contention

This commit is contained in:
Dan Balasescu
2021-10-07 17:47:11 +09:00
committed by GitHub
5 changed files with 33 additions and 33 deletions

View File

@ -205,7 +205,7 @@ namespace osu.Game.Tests.Visual.Gameplay
AddUntilStep("wait for loader to become current", () => loader.IsCurrentScreen());
AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
AddStep("retrieve mods", () => playerMod1 = (TestMod)player.Mods.Value.Single());
AddStep("retrieve mods", () => playerMod1 = (TestMod)player.GameplayState.Mods.Single());
AddAssert("game mods not applied", () => gameMod.Applied == false);
AddAssert("player mods applied", () => playerMod1.Applied);
@ -217,7 +217,7 @@ namespace osu.Game.Tests.Visual.Gameplay
});
AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
AddStep("retrieve mods", () => playerMod2 = (TestMod)player.Mods.Value.Single());
AddStep("retrieve mods", () => playerMod2 = (TestMod)player.GameplayState.Mods.Single());
AddAssert("game mods not applied", () => gameMod.Applied == false);
AddAssert("player has different mods", () => playerMod1 != playerMod2);
AddAssert("player mods applied", () => playerMod2.Applied);

View File

@ -350,13 +350,13 @@ namespace osu.Game.Tests.Visual.Navigation
// since most overlays use a scroll container that absorbs on mouse down
NowPlayingOverlay nowPlayingOverlay = null;
AddStep("enter menu", () => InputManager.Key(Key.Enter));
AddUntilStep("Wait for now playing load", () => (nowPlayingOverlay = Game.ChildrenOfType<NowPlayingOverlay>().FirstOrDefault()) != null);
AddStep("get and press now playing hotkey", () =>
{
nowPlayingOverlay = Game.ChildrenOfType<NowPlayingOverlay>().Single();
InputManager.Key(Key.F6);
});
AddStep("enter menu", () => InputManager.Key(Key.Enter));
AddUntilStep("toolbar displayed", () => Game.Toolbar.State.Value == Visibility.Visible);
AddStep("open now playing", () => InputManager.Key(Key.F6));
AddUntilStep("now playing is visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);
// drag tests
@ -417,7 +417,7 @@ namespace osu.Game.Tests.Visual.Navigation
pushEscape(); // returns to osu! logo
AddStep("Hold escape", () => InputManager.PressKey(Key.Escape));
AddUntilStep("Wait for intro", () => Game.ScreenStack.CurrentScreen is IntroTriangles);
AddUntilStep("Wait for intro", () => Game.ScreenStack.CurrentScreen is IntroScreen);
AddStep("Release escape", () => InputManager.ReleaseKey(Key.Escape));
AddUntilStep("Wait for game exit", () => Game.ScreenStack.CurrentScreen == null);
AddStep("test dispose doesn't crash", () => Game.Dispose());