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Fix intermittent PerformFromScreen
test failures due to incorrect screen sequence
These tests were manually pushing the `PlayerLoader` / `Player` instances to `SongSelect`, which bypasses safeties in place which avoid the exact issue that came up in https://github.com/ppy/osu/runs/2951759236 (see `AllowSelection` flag specifically).
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@ -11,6 +11,7 @@ using osu.Game.Overlays;
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using osu.Game.Screens;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps.IO;
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using osuTK.Input;
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using static osu.Game.Tests.Visual.Navigation.TestSceneScreenNavigation;
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@ -57,8 +58,11 @@ namespace osu.Game.Tests.Visual.Navigation
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[Test]
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public void TestPerformAtSongSelectFromPlayerLoader()
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{
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AddStep("import beatmap", () => ImportBeatmapTest.LoadQuickOszIntoOsu(Game).Wait());
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PushAndConfirm(() => new TestPlaySongSelect());
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PushAndConfirm(() => new PlayerLoader(() => new SoloPlayer()));
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AddStep("Press enter", () => InputManager.Key(Key.Enter));
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AddUntilStep("Wait for new screen", () => Game.ScreenStack.CurrentScreen is PlayerLoader);
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AddStep("try to perform", () => Game.PerformFromScreen(_ => actionPerformed = true, new[] { typeof(TestPlaySongSelect) }));
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AddUntilStep("returned to song select", () => Game.ScreenStack.CurrentScreen is TestPlaySongSelect);
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@ -68,8 +72,11 @@ namespace osu.Game.Tests.Visual.Navigation
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[Test]
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public void TestPerformAtMenuFromPlayerLoader()
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{
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AddStep("import beatmap", () => ImportBeatmapTest.LoadQuickOszIntoOsu(Game).Wait());
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PushAndConfirm(() => new TestPlaySongSelect());
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PushAndConfirm(() => new PlayerLoader(() => new SoloPlayer()));
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AddStep("Press enter", () => InputManager.Key(Key.Enter));
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AddUntilStep("Wait for new screen", () => Game.ScreenStack.CurrentScreen is PlayerLoader);
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AddStep("try to perform", () => Game.PerformFromScreen(_ => actionPerformed = true));
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AddUntilStep("returned to song select", () => Game.ScreenStack.CurrentScreen is MainMenu);
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