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Fix intermittent failure in GCC seeking test
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@ -73,16 +73,6 @@ namespace osu.Game.Tests.Gameplay
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}
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[Test]
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[FlakyTest]
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/*
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* Fail rate around 0.15%
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*
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* TearDown : osu.Framework.Testing.Drawables.Steps.AssertButton+TracedException : gameplay clock time = 2500
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* --TearDown
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* at osu.Framework.Threading.ScheduledDelegate.RunTaskInternal()
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* at osu.Framework.Threading.Scheduler.Update()
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* at osu.Framework.Graphics.Drawable.UpdateSubTree()
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*/
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public void TestSeekPerformsInGameplayTime(
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[Values(1.0, 0.5, 2.0)] double clockRate,
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[Values(0.0, 200.0, -200.0)] double userOffset,
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@ -92,6 +82,9 @@ namespace osu.Game.Tests.Gameplay
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ClockBackedTestWorkingBeatmap working = null;
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GameplayClockContainer gameplayClockContainer = null;
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// ReSharper disable once NotAccessedVariable
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BindableDouble trackAdjustment = null; // keeping a reference for track adjustment
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if (setAudioOffsetBeforeConstruction)
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AddStep($"preset audio offset to {userOffset}", () => localConfig.SetValue(OsuSetting.AudioOffset, userOffset));
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@ -103,16 +96,16 @@ namespace osu.Game.Tests.Gameplay
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gameplayClockContainer.Reset(startClock: !whileStopped);
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});
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AddStep($"set clock rate to {clockRate}", () => working.Track.AddAdjustment(AdjustableProperty.Frequency, new BindableDouble(clockRate)));
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AddStep($"set clock rate to {clockRate}", () => working.Track.AddAdjustment(AdjustableProperty.Frequency, trackAdjustment = new BindableDouble(clockRate)));
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if (!setAudioOffsetBeforeConstruction)
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AddStep($"set audio offset to {userOffset}", () => localConfig.SetValue(OsuSetting.AudioOffset, userOffset));
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AddStep("seek to 2500", () => gameplayClockContainer.Seek(2500));
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AddStep("gameplay clock time = 2500", () => Assert.AreEqual(gameplayClockContainer.CurrentTime, 2500, 10f));
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AddAssert("gameplay clock time = 2500", () => gameplayClockContainer.CurrentTime, () => Is.EqualTo(2500).Within(10f));
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AddStep("seek to 10000", () => gameplayClockContainer.Seek(10000));
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AddStep("gameplay clock time = 10000", () => Assert.AreEqual(gameplayClockContainer.CurrentTime, 10000, 10f));
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AddAssert("gameplay clock time = 10000", () => gameplayClockContainer.CurrentTime, () => Is.EqualTo(10000).Within(10f));
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}
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protected override void Dispose(bool isDisposing)
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