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Merge pull request #33724 from smoogipoo/fix-flaky-editor-test
Attempt to fix flaky editor test
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@@ -232,8 +232,8 @@ namespace osu.Game.Tests.Visual.Editing
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EditorBeatmap.ControlPointInfo.Add(1500, new EffectControlPoint { KiaiMode = false, ScrollSpeed = 0.3 });
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});
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ensureEditorLoaded();
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AddStep("save beatmap", () => Editor.Save());
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AddStep("create new difficulty", () => Editor.CreateNewDifficulty(new ManiaRuleset().RulesetInfo));
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AddUntilStep("wait for dialog", () => DialogOverlay.CurrentDialog is CreateNewDifficultyDialog);
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@@ -274,6 +274,14 @@ namespace osu.Game.Tests.Visual.Editing
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AddStep("save beatmap", () => Editor.Save());
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AddStep("create new difficulty", () => Editor.CreateNewDifficulty(new ManiaRuleset().RulesetInfo));
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AddUntilStep("wait for created", () =>
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{
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string? difficultyName = Editor.ChildrenOfType<EditorBeatmap>().SingleOrDefault()?.BeatmapInfo.DifficultyName;
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return difficultyName != null && difficultyName != firstDifficultyName;
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});
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ensureEditorLoaded();
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AddStep("set unique difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = firstDifficultyName);
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AddStep("add timing point", () => EditorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint { BeatLength = 1000 }));
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AddStep("add effect points", () =>
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@@ -285,8 +293,8 @@ namespace osu.Game.Tests.Visual.Editing
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EditorBeatmap.ControlPointInfo.Add(1500, new EffectControlPoint { KiaiMode = false, ScrollSpeed = 0.3 });
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});
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ensureEditorLoaded();
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AddStep("save beatmap", () => Editor.Save());
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AddStep("create new difficulty", () => Editor.CreateNewDifficulty(new TaikoRuleset().RulesetInfo));
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AddUntilStep("wait for created", () =>
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@@ -629,6 +637,8 @@ namespace osu.Game.Tests.Visual.Editing
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StartTime = 1000
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}
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}));
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ensureEditorLoaded();
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AddStep("save beatmap", () => Editor.Save());
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AddStep("try to create new catch difficulty", () => Editor.CreateNewDifficulty(new CatchRuleset().RulesetInfo));
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@@ -765,7 +775,7 @@ namespace osu.Game.Tests.Visual.Editing
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AddAssert("other audio not removed", () => Beatmap.Value.BeatmapSetInfo.Files.Any(f => f.Filename == "audio (1).mp3"));
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}
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private void ensureEditorLoaded() => AddUntilStep("wait for editor load", () => Editor.IsLoaded && DialogOverlay.IsLoaded);
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private void ensureEditorLoaded() => AddUntilStep("wait for editor load", () => Editor.ReadyForUse && DialogOverlay.IsLoaded);
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private void createNewDifficulty()
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{
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