Fill in assert details, remove whitespace

This commit is contained in:
NAGILSON 2022-03-21 22:58:53 -04:00
parent aaf2edace9
commit 33d97f53cb

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@ -10,14 +10,12 @@ namespace osu.Game.Tests.Visual.Multiplayer
{ {
public class TestMultiplayerModLoading : OsuGameTestScene public class TestMultiplayerModLoading : OsuGameTestScene
{ {
[SetUp] [SetUp]
public void SetUp() => Schedule(() => public void SetUp() => Schedule(() =>
{ {
SelectedMods.Value = Array.Empty<Mod>(); SelectedMods.Value = Array.Empty<Mod>();
}); });
/// <summary> /// <summary>
/// This is a regression test that tests whether a singleplayer mod can transfer over to a multiplayer screen. /// This is a regression test that tests whether a singleplayer mod can transfer over to a multiplayer screen.
/// It should not carry over from these screens, prevents regression on https://github.com/ppy/osu/pull/17352 /// It should not carry over from these screens, prevents regression on https://github.com/ppy/osu/pull/17352
@ -32,13 +30,13 @@ namespace osu.Game.Tests.Visual.Multiplayer
var expectedMods = new[] { osuAutomationMod }; var expectedMods = new[] { osuAutomationMod };
AddStep("Toggle on the automation Mod.", () => { SelectedMods.Value = expectedMods; }); AddStep("Toggle on the automation Mod.", () => { SelectedMods.Value = expectedMods; });
AddAssert("", () => SelectedMods.Value == expectedMods); AddAssert("Mods are loaded before the multiplayer screen is pushed.", () => SelectedMods.Value == expectedMods);
PushAndConfirm(() => new TestMultiplayerComponents()); PushAndConfirm(() => new TestMultiplayerComponents());
AddAssert("Mods are Empty After A Multiplayer Screen Loads", () => SelectedMods.Value.Count == 0); AddAssert("Mods are Empty After A Multiplayer Screen Loads", () => SelectedMods.Value.Count == 0);
AddStep("Retoggle on the automation Mod.", () => { SelectedMods.Value = expectedMods; }); AddStep("Retoggle on the automation Mod.", () => { SelectedMods.Value = expectedMods; });
AddAssert("", () => SelectedMods.Value == expectedMods); AddAssert("Mods are loaded before the playlist screen is pushed", () => SelectedMods.Value == expectedMods);
// TODO: Implement TestPlaylistComponents? // TODO: Implement TestPlaylistComponents?
//PushAndConfirm(() => new TestPlaylistComponents()); //PushAndConfirm(() => new TestPlaylistComponents());