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Merge pull request #18947 from smoogipoo/fix-flaky-autoplay-test
Attempt to fix flaky TestSceneAutoplay test
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commit
bca38cc6c8
@ -6,10 +6,10 @@
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using System.ComponentModel;
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using System.Linq;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.Break;
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@ -31,19 +31,20 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected override void AddCheckSteps()
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{
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// It doesn't matter which ruleset is used - this beatmap is only used for reference.
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var beatmap = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
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AddUntilStep("score above zero", () => Player.ScoreProcessor.TotalScore.Value > 0);
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AddUntilStep("key counter counted keys", () => Player.HUDOverlay.KeyCounter.Children.Any(kc => kc.CountPresses > 2));
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seekToBreak(0);
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seekTo(beatmap.Beatmap.Breaks[0].StartTime);
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AddAssert("keys not counting", () => !Player.HUDOverlay.KeyCounter.IsCounting);
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AddAssert("overlay displays 100% accuracy", () => Player.BreakOverlay.ChildrenOfType<BreakInfo>().Single().AccuracyDisplay.Current.Value == 1);
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AddStep("rewind", () => Player.GameplayClockContainer.Seek(-80000));
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AddUntilStep("key counter reset", () => Player.HUDOverlay.KeyCounter.Children.All(kc => kc.CountPresses == 0));
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seekToBreak(0);
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seekToBreak(1);
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AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
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seekTo(beatmap.Beatmap.HitObjects[^1].GetEndTime());
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AddUntilStep("results displayed", () => getResultsScreen()?.IsLoaded == true);
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AddAssert("score has combo", () => getResultsScreen().Score.Combo > 100);
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@ -58,12 +59,18 @@ namespace osu.Game.Tests.Visual.Gameplay
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ResultsScreen getResultsScreen() => Stack.CurrentScreen as ResultsScreen;
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}
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private void seekToBreak(int breakIndex)
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private void seekTo(double time)
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{
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AddStep($"seek to break {breakIndex}", () => Player.GameplayClockContainer.Seek(destBreak().StartTime));
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AddUntilStep("wait for seek to complete", () => Player.DrawableRuleset.FrameStableClock.CurrentTime >= destBreak().StartTime);
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AddStep($"seek to {time}", () => Player.GameplayClockContainer.Seek(time));
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BreakPeriod destBreak() => Beatmap.Value.Beatmap.Breaks.ElementAt(breakIndex);
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// Prevent test timeouts by seeking in 10 second increments.
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for (double t = 0; t < time; t += 10000)
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{
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double expectedTime = t;
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AddUntilStep($"current time >= {t}", () => Player.DrawableRuleset.FrameStableClock.CurrentTime >= expectedTime);
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}
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AddUntilStep("wait for seek to complete", () => Player.DrawableRuleset.FrameStableClock.CurrentTime >= time);
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}
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}
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}
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