mirror of https://github.com/ppy/osu
Add missing null checks and avoid cross-test pollution
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@ -49,6 +49,8 @@ public class TestScenePlayerLoader : OsuManualInputManagerTestScene
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/// <param name="afterLoadAction">An action to run after container load.</param>
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public void ResetPlayer(bool interactive, Action beforeLoadAction = null, Action afterLoadAction = null)
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{
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player = null;
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audioManager.Volume.SetDefault();
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InputManager.Clear();
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@ -80,7 +82,7 @@ public void TestEarlyExit()
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AddAssert("mod rate applied", () => Beatmap.Value.Track.Rate != 1);
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AddStep("exit loader", () => loader.Exit());
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AddUntilStep("wait for not current", () => !loader.IsCurrentScreen());
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AddAssert("player did not load", () => !player.IsLoaded);
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AddAssert("player did not load", () => player?.IsLoaded != true);
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AddUntilStep("player disposed", () => loader.DisposalTask?.IsCompleted == true);
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AddAssert("mod rate still applied", () => Beatmap.Value.Track.Rate != 1);
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}
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@ -94,7 +96,7 @@ public void TestBlockLoadViaMouseMovement()
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AddUntilStep("wait for load ready", () =>
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{
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moveMouse();
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return player.LoadState == LoadState.Ready;
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return player?.LoadState == LoadState.Ready;
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});
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AddRepeatStep("move mouse", moveMouse, 20);
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@ -222,7 +224,7 @@ private void addVolumeSteps(string volumeName, Action beforeLoad, Action afterLo
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AddStep("reset notification lock", () => sessionStatics.GetBindable<bool>(Static.MutedAudioNotificationShownOnce).Value = false);
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AddStep("load player", () => ResetPlayer(false, beforeLoad, afterLoad));
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AddUntilStep("wait for player", () => player.LoadState == LoadState.Ready);
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AddUntilStep("wait for player", () => player?.LoadState == LoadState.Ready);
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AddAssert("check for notification", () => container.NotificationOverlay.UnreadCount.Value == 1);
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AddStep("click notification", () =>
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