Merge pull request #13254 from peppy/fix-editor-beatmap-creation-test-failure-again

Fix bindable lease failure in editor beatmap creation tests
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Dan Balasescu 2021-05-31 17:38:19 +09:00 committed by GitHub
commit d8768a8c01
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2 changed files with 12 additions and 3 deletions

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@ -29,8 +29,6 @@ namespace osu.Game.Tests.Visual.Editing
public override void SetUpSteps() public override void SetUpSteps()
{ {
AddStep("set dummy", () => Beatmap.Value = new DummyWorkingBeatmap(Audio, null));
base.SetUpSteps(); base.SetUpSteps();
// if we save a beatmap with a hash collision, things fall over. // if we save a beatmap with a hash collision, things fall over.
@ -38,6 +36,12 @@ namespace osu.Game.Tests.Visual.Editing
AddStep("make new beatmap unique", () => EditorBeatmap.Metadata.Title = Guid.NewGuid().ToString()); AddStep("make new beatmap unique", () => EditorBeatmap.Metadata.Title = Guid.NewGuid().ToString());
} }
protected override void LoadEditor()
{
Beatmap.Value = new DummyWorkingBeatmap(Audio, null);
base.LoadEditor();
}
[Test] [Test]
public void TestCreateNewBeatmap() public void TestCreateNewBeatmap()
{ {

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@ -33,12 +33,17 @@ namespace osu.Game.Tests.Visual
{ {
base.SetUpSteps(); base.SetUpSteps();
AddStep("load editor", () => LoadScreen(Editor = CreateEditor())); AddStep("load editor", LoadEditor);
AddUntilStep("wait for editor to load", () => EditorComponentsReady); AddUntilStep("wait for editor to load", () => EditorComponentsReady);
AddStep("get beatmap", () => EditorBeatmap = Editor.ChildrenOfType<EditorBeatmap>().Single()); AddStep("get beatmap", () => EditorBeatmap = Editor.ChildrenOfType<EditorBeatmap>().Single());
AddStep("get clock", () => EditorClock = Editor.ChildrenOfType<EditorClock>().Single()); AddStep("get clock", () => EditorClock = Editor.ChildrenOfType<EditorClock>().Single());
} }
protected virtual void LoadEditor()
{
LoadScreen(Editor = CreateEditor());
}
/// <summary> /// <summary>
/// Creates the ruleset for providing a corresponding beatmap to load the editor on. /// Creates the ruleset for providing a corresponding beatmap to load the editor on.
/// </summary> /// </summary>