diff --git a/osu.Game.Tests/Visual/Multiplayer/TestMultiplayerModLoading.cs b/osu.Game.Tests/Visual/Multiplayer/TestMultiplayerModLoading.cs index b5609a2841..7c2353513d 100644 --- a/osu.Game.Tests/Visual/Multiplayer/TestMultiplayerModLoading.cs +++ b/osu.Game.Tests/Visual/Multiplayer/TestMultiplayerModLoading.cs @@ -10,14 +10,12 @@ namespace osu.Game.Tests.Visual.Multiplayer { public class TestMultiplayerModLoading : OsuGameTestScene { - [SetUp] public void SetUp() => Schedule(() => { SelectedMods.Value = Array.Empty(); }); - /// /// This is a regression test that tests whether a singleplayer mod can transfer over to a multiplayer screen. /// It should not carry over from these screens, prevents regression on https://github.com/ppy/osu/pull/17352 @@ -32,13 +30,13 @@ namespace osu.Game.Tests.Visual.Multiplayer var expectedMods = new[] { osuAutomationMod }; AddStep("Toggle on the automation Mod.", () => { SelectedMods.Value = expectedMods; }); - AddAssert("", () => SelectedMods.Value == expectedMods); + AddAssert("Mods are loaded before the multiplayer screen is pushed.", () => SelectedMods.Value == expectedMods); PushAndConfirm(() => new TestMultiplayerComponents()); AddAssert("Mods are Empty After A Multiplayer Screen Loads", () => SelectedMods.Value.Count == 0); AddStep("Retoggle on the automation Mod.", () => { SelectedMods.Value = expectedMods; }); - AddAssert("", () => SelectedMods.Value == expectedMods); + AddAssert("Mods are loaded before the playlist screen is pushed", () => SelectedMods.Value == expectedMods); // TODO: Implement TestPlaylistComponents? //PushAndConfirm(() => new TestPlaylistComponents());