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Merge pull request #22878 from peppy/fix-replay-fail-on-exit
Ensure replays don't enter a failed state when exiting gameplay
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commit
1a5707b65f
@ -8,6 +8,7 @@ using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps;
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using osuTK.Input;
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@ -45,6 +46,18 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("Time still stopped", () => lastTime == Player.GameplayClockContainer.CurrentTime);
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}
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[Test]
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public void TestDoesNotFailOnExit()
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{
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loadPlayerWithBeatmap();
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AddUntilStep("wait for first hit", () => Player.ScoreProcessor.TotalScore.Value > 0);
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AddAssert("ensure rank is not fail", () => Player.ScoreProcessor.Rank.Value, () => Is.Not.EqualTo(ScoreRank.F));
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AddStep("exit player", () => Player.Exit());
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AddUntilStep("wait for exit", () => Player.Parent == null);
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AddAssert("ensure rank is not fail", () => Player.ScoreProcessor.Rank.Value, () => Is.Not.EqualTo(ScoreRank.F));
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}
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[Test]
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public void TestPauseViaSpaceWithSkip()
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{
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@ -1111,7 +1111,7 @@ namespace osu.Game.Screens.Play
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GameplayState.HasQuit = true;
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// if arriving here and the results screen preparation task hasn't run, it's safe to say the user has not completed the beatmap.
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if (prepareScoreForDisplayTask == null)
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if (prepareScoreForDisplayTask == null && DrawableRuleset.ReplayScore == null)
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ScoreProcessor.FailScore(Score.ScoreInfo);
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}
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