diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneStoryboardWithOutro.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneStoryboardWithOutro.cs index 4138a81ebd..e1dc6e3b42 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestSceneStoryboardWithOutro.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestSceneStoryboardWithOutro.cs @@ -133,6 +133,16 @@ namespace osu.Game.Tests.Visual.Gameplay AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration); } + [Test] + public void TestPerformExitNoOutro() + { + CreateTest(null); + AddStep("disable storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, false)); + AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value); + AddStep("exit via pause", () => Player.ExitViaPause()); + AddAssert("score shown", () => Player.IsScoreShown); + } + protected override bool AllowFail => true; protected override Ruleset CreatePlayerRuleset() => new OsuRuleset(); diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index 88e617245b..0a2f9f0d18 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -542,7 +542,11 @@ namespace osu.Game.Screens.Play // if the score is ready for display but results screen has not been pushed yet (e.g. storyboard is still playing beyond gameplay), then transition to results screen instead of exiting. if (prepareScoreForDisplayTask != null) + { + completionProgressDelegate?.Cancel(); + completionProgressDelegate = null; updateCompletionState(true); + } } this.Exit();