diff --git a/osu.Game.Tests/Visual/Editing/TestSceneEditorNavigation.cs b/osu.Game.Tests/Visual/Editing/TestSceneEditorNavigation.cs index a21ef6f897..327d581e37 100644 --- a/osu.Game.Tests/Visual/Editing/TestSceneEditorNavigation.cs +++ b/osu.Game.Tests/Visual/Editing/TestSceneEditorNavigation.cs @@ -6,18 +6,14 @@ using NUnit.Framework; using osu.Framework.Extensions; using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Extensions.ObjectExtensions; -using osu.Framework.Testing; using osu.Game.Beatmaps; using osu.Game.Database; -using osu.Game.Overlays.Notifications; using osu.Game.Rulesets.Mania; using osu.Game.Rulesets.Osu; using osu.Game.Screens.Edit; -using osu.Game.Screens.Edit.Components.Timelines.Summary; using osu.Game.Screens.Edit.GameplayTest; using osu.Game.Screens.Select; using osu.Game.Tests.Resources; -using osuTK.Input; namespace osu.Game.Tests.Visual.Editing { @@ -36,20 +32,21 @@ namespace osu.Game.Tests.Visual.Editing () => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet) && Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect && songSelect.IsLoaded); - AddUntilStep("wait for completion notification", () => Game.Notifications.ChildrenOfType().Count() == 1); - AddStep("dismiss notifications", () => Game.Notifications.Hide()); AddStep("switch ruleset", () => Game.Ruleset.Value = new ManiaRuleset().RulesetInfo); AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0))); AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse); - AddStep("test gameplay", () => + AddStep("test gameplay", () => ((Editor)Game.ScreenStack.CurrentScreen).TestGameplay()); + + AddUntilStep("wait for player", () => { - var testGameplayButton = this.ChildrenOfType().Single(); - InputManager.MoveMouseTo(testGameplayButton); - InputManager.Click(MouseButton.Left); + // notifications may fire at almost any inopportune time and cause annoying test failures. + // relentlessly attempt to dismiss any and all interfering overlays, which includes notifications. + // this is theoretically not foolproof, but it's the best that can be done here. + Game.CloseAllOverlays(); + return Game.ScreenStack.CurrentScreen is EditorPlayer editorPlayer && editorPlayer.IsLoaded; }); - AddUntilStep("wait for player", () => Game.ScreenStack.CurrentScreen is EditorPlayer editorPlayer && editorPlayer.IsLoaded); AddAssert("current ruleset is osu!", () => Game.Ruleset.Value.Equals(new OsuRuleset().RulesetInfo)); AddStep("exit to song select", () => Game.PerformFromScreen(_ => { }, typeof(PlaySongSelect).Yield()));