Fix failing song select tack transfer test by using a real track

This commit is contained in:
Dean Herbert 2023-09-28 15:59:06 +09:00
parent ae31a8fadf
commit 4d5b2477dc
1 changed files with 5 additions and 1 deletions

View File

@ -312,7 +312,9 @@ public void TestAudioResuming()
{
createSongSelect();
addRulesetImportStep(0);
// We need to use one real beatmap to trigger the "same-track-transfer" logic that we're looking to test here.
// See `SongSelect.ensurePlayingSelected` and `WorkingBeatmap.TryTransferTrack`.
AddStep("import test beatmap", () => manager.Import(new ImportTask(TestResources.GetTestBeatmapForImport())).WaitSafely());
addRulesetImportStep(0);
checkMusicPlaying(true);
@ -321,6 +323,8 @@ public void TestAudioResuming()
AddStep("manual pause", () => music.TogglePause());
checkMusicPlaying(false);
// Track should not have changed, so music should still not be playing.
AddStep("select next difficulty", () => songSelect!.Carousel.SelectNext(skipDifficulties: false));
checkMusicPlaying(false);