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Update tests to work with nested screen

This commit is contained in:
Dean Herbert 2023-11-22 16:40:22 +09:00
parent 335e8efff7
commit e06d79281d
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@ -100,19 +100,18 @@ namespace osu.Game.Tests.Visual.Gameplay
start();
AddUntilStep("wait for player loader", () => (Stack.CurrentScreen as PlayerLoader)?.IsLoaded == true);
AddUntilStep("wait for player loader", () => this.ChildrenOfType<PlayerLoader>().SingleOrDefault()?.IsLoaded == true);
AddUntilStep("queue send frames on player load", () =>
{
var loadingPlayer = (Stack.CurrentScreen as PlayerLoader)?.CurrentPlayer;
var loadingPlayer = this.ChildrenOfType<PlayerLoader>().SingleOrDefault()?.CurrentPlayer;
if (loadingPlayer == null)
return false;
loadingPlayer.OnLoadComplete += _ =>
{
spectatorClient.SendFramesFromUser(streamingUser.Id, 10, gameplay_start);
};
return true;
});
@ -360,12 +359,12 @@ namespace osu.Game.Tests.Visual.Gameplay
private OsuFramedReplayInputHandler replayHandler =>
(OsuFramedReplayInputHandler)Stack.ChildrenOfType<OsuInputManager>().First().ReplayInputHandler;
private Player player => Stack.CurrentScreen as Player;
private Player player => this.ChildrenOfType<Player>().Single();
private double currentFrameStableTime
=> player.ChildrenOfType<FrameStabilityContainer>().First().CurrentTime;
private void waitForPlayer() => AddUntilStep("wait for player", () => (Stack.CurrentScreen as Player)?.IsLoaded == true);
private void waitForPlayer() => AddUntilStep("wait for player", () => this.ChildrenOfType<Player>().SingleOrDefault()?.IsLoaded == true);
private void start(int? beatmapId = null) => AddStep("start play", () => spectatorClient.SendStartPlay(streamingUser.Id, beatmapId ?? importedBeatmapId));