diff --git a/osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModRelax.cs b/osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModRelax.cs index 1bb2f24c1c..b4298344b8 100644 --- a/osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModRelax.cs +++ b/osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModRelax.cs @@ -13,7 +13,6 @@ using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Replays; using osu.Game.Rulesets.Osu.Scoring; using osu.Game.Rulesets.Replays; -using osu.Game.Rulesets.Scoring; using osu.Game.Scoring; using osu.Game.Tests.Visual; using osuTK; @@ -22,21 +21,6 @@ namespace osu.Game.Rulesets.Osu.Tests.Mods { public partial class TestSceneOsuModRelax : OsuModTestScene { - private readonly HitCircle hitObject; - private readonly HitWindows hitWindows = new OsuHitWindows(); - - public TestSceneOsuModRelax() - { - hitWindows.SetDifficulty(9); - - hitObject = new HitCircle - { - StartTime = 1000, - Position = new Vector2(100, 100), - HitWindows = hitWindows - }; - } - protected override TestPlayer CreateModPlayer(Ruleset ruleset) => new ModRelaxTestPlayer(CurrentTestData, AllowFail); [Test] @@ -46,12 +30,21 @@ namespace osu.Game.Rulesets.Osu.Tests.Mods Autoplay = false, CreateBeatmap = () => new Beatmap { - HitObjects = new List { hitObject } + Difficulty = { OverallDifficulty = 9 }, + HitObjects = new List + { + new HitCircle + { + StartTime = 1000, + Position = new Vector2(100, 100), + HitWindows = new OsuHitWindows() + } + } }, ReplayFrames = new List { new OsuReplayFrame(0, new Vector2()), - new OsuReplayFrame(hitObject.StartTime, hitObject.Position), + new OsuReplayFrame(100, new Vector2(100)), }, PassCondition = () => Player.ScoreProcessor.Combo.Value == 1 }); @@ -63,13 +56,22 @@ namespace osu.Game.Rulesets.Osu.Tests.Mods Autoplay = false, CreateBeatmap = () => new Beatmap { - HitObjects = new List { hitObject } + Difficulty = { OverallDifficulty = 9 }, + HitObjects = new List + { + new HitCircle + { + StartTime = 1000, + Position = new Vector2(100, 100), + HitWindows = new OsuHitWindows() + } + } }, ReplayFrames = new List { - new OsuReplayFrame(0, new Vector2(hitObject.X - 22, hitObject.Y - 22)), // must be an edge hit for the cursor to not stay on the object for too long - new OsuReplayFrame(hitObject.StartTime - OsuModRelax.RELAX_LENIENCY, new Vector2(hitObject.X - 22, hitObject.Y - 22)), - new OsuReplayFrame(hitObject.StartTime, new Vector2(0)), + new OsuReplayFrame(0, new Vector2(78, 78)), // must be an edge hit for the cursor to not stay on the object for too long + new OsuReplayFrame(1000 - OsuModRelax.RELAX_LENIENCY, new Vector2(78, 78)), + new OsuReplayFrame(1000, new Vector2(0)), }, PassCondition = () => Player.ScoreProcessor.Combo.Value == 1 }); diff --git a/osu.Game/Tests/Visual/ReplayStabilityTestScene.cs b/osu.Game/Tests/Visual/ReplayStabilityTestScene.cs index af41617a7b..a84fb86200 100644 --- a/osu.Game/Tests/Visual/ReplayStabilityTestScene.cs +++ b/osu.Game/Tests/Visual/ReplayStabilityTestScene.cs @@ -57,6 +57,11 @@ namespace osu.Game.Tests.Visual AddStep(@"exit player", () => currentPlayer.Exit()); + // The incoming beatmap is ruleset-typed in every usage, so the incoming hitobjects will be used as-is rather than being converted. + // Because we'll be re-using the beatmap (thus also the hitobjects), we need to make sure the previous player has been fully disposed. + AddUntilStep("player exited", () => !currentPlayer.IsCurrentScreen()); + AddStep("dispose player", () => currentPlayer.Dispose()); + AddStep(@"encode and decode score", () => { var encoder = new LegacyScoreEncoder(originalScore, beatmap);