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7e0379441c
The original implementation was done so in a way that the nested `OsuGame` would be disposed via the async queue, causing a deadlock for 10-20s during test runs. `OsuGameTestScene` was already fixed to avoid this, so consuming it here seems like the easy fix. |
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TestSceneOsuGame.cs | ||
TestScenePerformFromScreen.cs | ||
TestScenePresentBeatmap.cs | ||
TestScenePresentScore.cs | ||
TestSceneScreenNavigation.cs | ||
TestSettingsMigration.cs |