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Remove test guarantee of audio time not advancing

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Dean Herbert 2024-01-18 20:06:53 +09:00
parent 8ab8c90e33
commit c4e9bcd140
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2 changed files with 1 additions and 11 deletions

View File

@ -122,7 +122,7 @@ namespace osu.Game.Tests.Visual.Gameplay
resumeAndConfirm(); resumeAndConfirm();
AddAssert("Resumed without seeking forward", () => Player.LastResumeTime, () => Is.LessThanOrEqualTo(Player.LastPauseTime)); AddAssert("continued playing forward", () => Player.LastResumeTime, () => Is.GreaterThanOrEqualTo(Player.LastPauseTime));
AddUntilStep("player playing", () => Player.LocalUserPlaying.Value); AddUntilStep("player playing", () => Player.LocalUserPlaying.Value);
} }

View File

@ -78,8 +78,6 @@ namespace osu.Game.Screens.Play
isPaused.Value = false; isPaused.Value = false;
PrepareStart();
// The case which caused this to be added is FrameStabilityContainer, which manages its own current and elapsed time. // The case which caused this to be added is FrameStabilityContainer, which manages its own current and elapsed time.
// Because we generally update our own current time quicker than children can query it (via Start/Seek/Update), // Because we generally update our own current time quicker than children can query it (via Start/Seek/Update),
// this means that the first frame ever exposed to children may have a non-zero current time. // this means that the first frame ever exposed to children may have a non-zero current time.
@ -99,14 +97,6 @@ namespace osu.Game.Screens.Play
}); });
} }
/// <summary>
/// When <see cref="Start"/> is called, this will be run to give an opportunity to prepare the clock at the correct
/// start location.
/// </summary>
protected virtual void PrepareStart()
{
}
/// <summary> /// <summary>
/// Seek to a specific time in gameplay. /// Seek to a specific time in gameplay.
/// </summary> /// </summary>