From 4d5b2477dc92cf231f0221581ba16d30d29e9080 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Thu, 28 Sep 2023 15:59:06 +0900 Subject: [PATCH] Fix failing song select tack transfer test by using a real track --- osu.Game.Tests/Visual/SongSelect/TestScenePlaySongSelect.cs | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/osu.Game.Tests/Visual/SongSelect/TestScenePlaySongSelect.cs b/osu.Game.Tests/Visual/SongSelect/TestScenePlaySongSelect.cs index 43a7da0c28..6737ec9739 100644 --- a/osu.Game.Tests/Visual/SongSelect/TestScenePlaySongSelect.cs +++ b/osu.Game.Tests/Visual/SongSelect/TestScenePlaySongSelect.cs @@ -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);