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https://github.com/ppy/osu
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Add wait steps to ensure frame-stable clock has caught up before checking state
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@ -7,6 +7,7 @@ using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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@ -155,19 +156,28 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("check valid object is slider's first nested", () => sampleTriggerSource.GetMostValidObject(), () => Is.EqualTo(beatmap.HitObjects[4].NestedHitObjects.First()));
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AddStep("seek to just after slider", () => Beatmap.Value.Track.Seek(beatmap.HitObjects[4].GetEndTime() + 100));
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waitForCatchUp();
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AddUntilStep("wait until valid object is slider's last nested", () => sampleTriggerSource.GetMostValidObject(), () => Is.EqualTo(beatmap.HitObjects[4].NestedHitObjects.Last()));
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// After we get far enough away, the samples of the object itself should be used, not any nested object.
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AddStep("seek to further after slider", () => Beatmap.Value.Track.Seek(beatmap.HitObjects[4].GetEndTime() + 1000));
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waitForCatchUp();
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AddUntilStep("wait until valid object is slider itself", () => sampleTriggerSource.GetMostValidObject(), () => Is.EqualTo(beatmap.HitObjects[4]));
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AddStep("Seek into future", () => Beatmap.Value.Track.Seek(beatmap.HitObjects.Last().GetEndTime() + 10000));
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waitForCatchUp();
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waitForAliveObjectIndex(null);
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checkValidObjectIndex(4);
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}
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private void seekBeforeIndex(int index) =>
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private void seekBeforeIndex(int index)
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{
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AddStep($"seek to just before object {index}", () => Beatmap.Value.Track.Seek(beatmap.HitObjects[index].StartTime - 100));
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waitForCatchUp();
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}
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private void waitForCatchUp() =>
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AddUntilStep("wait for frame stable clock to catch up", () => Precision.AlmostEquals(Beatmap.Value.Track.CurrentTime, Player.DrawableRuleset.FrameStableClock.CurrentTime));
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private void waitForAliveObjectIndex(int? index)
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{
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