mirror of https://github.com/ppy/osu
Expand test coverage
- Covers fail case that wasn't covered before - Removes arbitrary wait step that was inevitably going to cause intermittent test failures
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@ -126,10 +126,11 @@ public void TestGameplayTestWhenTrackRunning()
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AddAssert("sample playback re-enabled", () => !Editor.SamplePlaybackDisabled.Value);
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}
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[Test]
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public void TestGameplayTestAtEndOfBeatmap()
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[TestCase(2000)] // chosen to be after last object in the map
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[TestCase(22000)] // chosen to be in the middle of the last spinner
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public void TestGameplayTestAtEndOfBeatmap(int offsetFromEnd)
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{
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AddStep("seek to last 2 seconds", () => EditorClock.Seek(importedBeatmapSet.MaxLength - 2000));
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AddStep($"seek to end minus {offsetFromEnd}ms", () => EditorClock.Seek(importedBeatmapSet.MaxLength - offsetFromEnd));
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AddStep("click test gameplay button", () =>
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{
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var button = Editor.ChildrenOfType<TestGameplayButton>().Single();
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@ -140,8 +141,7 @@ public void TestGameplayTestAtEndOfBeatmap()
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AddUntilStep("player pushed", () => Stack.CurrentScreen is EditorPlayer);
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AddWaitStep("wait some", 5);
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AddAssert("current screen is editor", () => Stack.CurrentScreen is Editor);
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AddUntilStep("current screen is editor", () => Stack.CurrentScreen is Editor);
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}
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[Test]
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