diff --git a/osu.Game.Tests/Visual/Editing/TestSceneEditorTestGameplay.cs b/osu.Game.Tests/Visual/Editing/TestSceneEditorTestGameplay.cs index 981967e413..ee6c322ee3 100644 --- a/osu.Game.Tests/Visual/Editing/TestSceneEditorTestGameplay.cs +++ b/osu.Game.Tests/Visual/Editing/TestSceneEditorTestGameplay.cs @@ -178,7 +178,7 @@ namespace osu.Game.Tests.Visual.Editing } [Test] - public void TestSharedClockState() + public void TestClockTimeTransferIsOneDirectional() { AddStep("seek to 00:01:00", () => EditorClock.Seek(60_000)); AddStep("click test gameplay button", () => @@ -195,15 +195,15 @@ namespace osu.Game.Tests.Visual.Editing GameplayClockContainer gameplayClockContainer = null; AddStep("fetch gameplay clock", () => gameplayClockContainer = editorPlayer.ChildrenOfType().First()); AddUntilStep("gameplay clock running", () => gameplayClockContainer.IsRunning); + // when the gameplay test is entered, the clock is expected to continue from where it was in the main editor... AddAssert("gameplay time past 00:01:00", () => gameplayClockContainer.CurrentTime >= 60_000); - double timeAtPlayerExit = 0; AddWaitStep("wait some", 5); - AddStep("store time before exit", () => timeAtPlayerExit = gameplayClockContainer.CurrentTime); AddStep("exit player", () => editorPlayer.Exit()); AddUntilStep("current screen is editor", () => Stack.CurrentScreen is Editor); - AddAssert("time is past player exit", () => EditorClock.CurrentTime >= timeAtPlayerExit); + // but when exiting from gameplay test back to editor, the expectation is that the editor time should revert to what it was at the point of initiating the gameplay test. + AddAssert("time reverted to 00:01:00", () => EditorClock.CurrentTime, () => Is.EqualTo(60_000)); } public override void TearDownSteps()