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mirror of https://github.com/ppy/osu.git synced 2025-01-15 07:22:55 +08:00

Fix wedge load test again

Initial load was not being waited on for long enough.
This commit is contained in:
Dean Herbert 2018-04-24 00:51:33 +09:00
parent a6da1b49e7
commit f4c2d6b1a3

View File

@ -52,6 +52,9 @@ namespace osu.Game.Tests.Visual
infoWedge.UpdateBeatmap(beatmap); infoWedge.UpdateBeatmap(beatmap);
}); });
// select part is redundant, but wait for load isn't
selectBeatmap(beatmap.Value.Beatmap);
AddWaitStep(3); AddWaitStep(3);
AddStep("hide", () => { infoWedge.State = Visibility.Hidden; }); AddStep("hide", () => { infoWedge.State = Visibility.Hidden; });
@ -63,10 +66,11 @@ namespace osu.Game.Tests.Visual
foreach (var rulesetInfo in rulesets.AvailableRulesets) foreach (var rulesetInfo in rulesets.AvailableRulesets)
{ {
var ruleset = rulesetInfo.CreateInstance(); var ruleset = rulesetInfo.CreateInstance();
beatmaps.Add(createTestBeatmap(rulesetInfo)); var beatmap = createTestBeatmap(rulesetInfo);
var name = rulesetInfo.ShortName; beatmaps.Add(beatmap);
selectBeatmap(name);
selectBeatmap(beatmap);
// TODO: adjust cases once more info is shown for other gamemodes // TODO: adjust cases once more info is shown for other gamemodes
switch (ruleset) switch (ruleset)
@ -108,16 +112,14 @@ namespace osu.Game.Tests.Visual
AddAssert("check no infolabels", () => !infoWedge.Info.InfoLabelContainer.Children.Any()); AddAssert("check no infolabels", () => !infoWedge.Info.InfoLabelContainer.Children.Any());
} }
private void selectBeatmap(string name) private void selectBeatmap(Beatmap b)
{ {
BeatmapInfoWedge.BufferedWedgeInfo infoBefore = null; BeatmapInfoWedge.BufferedWedgeInfo infoBefore = null;
AddStep($"select {name} beatmap", () => AddStep($"select {b.Metadata.Title} beatmap", () =>
{ {
infoBefore = infoWedge.Info; infoBefore = infoWedge.Info;
WorkingBeatmap bm = new TestWorkingBeatmap(beatmaps.First(b => b.BeatmapInfo.Ruleset.ShortName == name)); infoWedge.UpdateBeatmap(beatmap.Value = new TestWorkingBeatmap(b));
beatmap.Value = bm;
infoWedge.UpdateBeatmap(beatmap);
}); });
AddUntilStep(() => infoWedge.Info != infoBefore, "wait for async load"); AddUntilStep(() => infoWedge.Info != infoBefore, "wait for async load");