Replace failed mania test (pooling not accounted) with a more robust test

Also fix null reference in Playfield
This commit is contained in:
ekrctb
2021-04-21 13:00:46 +09:00
parent f55aa016be
commit 799d2a3300
3 changed files with 73 additions and 16 deletions

View File

@ -4,14 +4,11 @@
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Replays;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Objects.Drawables;
using osu.Game.Rulesets.Mania.Replays;
using osu.Game.Rulesets.Mania.Scoring;
using osu.Game.Rulesets.Objects;
@ -411,17 +408,7 @@ namespace osu.Game.Rulesets.Mania.Tests
judgementResults = new List<JudgementResult>();
});
AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
AddUntilStep("wait for head", () => currentPlayer.GameplayClockContainer.GameplayClock.CurrentTime >= time_head);
AddAssert("head is visible",
() => currentPlayer.ChildrenOfType<DrawableHoldNote>()
.Single(note => note.HitObject == beatmap.HitObjects[0])
.Head
.Alpha == 1);
AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor?.HasCompleted.Value == true);
}
private class ScoreAccessibleReplayPlayer : ReplayPlayer