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