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Remove test guarantee of audio time not advancing
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peppy committed Jan 18, 2024
1 parent 8ab8c90 commit c4e9bcd
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Showing 2 changed files with 1 addition and 11 deletions.
2 changes: 1 addition & 1 deletion osu.Game.Tests/Visual/Gameplay/TestScenePause.cs
Original file line number Diff line number Diff line change
Expand Up @@ -122,7 +122,7 @@ public void TestPauseResume()

resumeAndConfirm();

AddAssert("Resumed without seeking forward", () => Player.LastResumeTime, () => Is.LessThanOrEqualTo(Player.LastPauseTime));
AddAssert("continued playing forward", () => Player.LastResumeTime, () => Is.GreaterThanOrEqualTo(Player.LastPauseTime));

AddUntilStep("player playing", () => Player.LocalUserPlaying.Value);
}
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10 changes: 0 additions & 10 deletions osu.Game/Screens/Play/GameplayClockContainer.cs
Original file line number Diff line number Diff line change
Expand Up @@ -78,8 +78,6 @@ public void Start()

isPaused.Value = false;

PrepareStart();

// The case which caused this to be added is FrameStabilityContainer, which manages its own current and elapsed time.
// Because we generally update our own current time quicker than children can query it (via Start/Seek/Update),
// this means that the first frame ever exposed to children may have a non-zero current time.
Expand All @@ -99,14 +97,6 @@ public void Start()
});
}

/// <summary>
/// When <see cref="Start"/> is called, this will be run to give an opportunity to prepare the clock at the correct
/// start location.
/// </summary>
protected virtual void PrepareStart()
{
}

/// <summary>
/// Seek to a specific time in gameplay.
/// </summary>
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