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Fix hit animation not synchronizing when editing hit objects #15825

Fix hit animation not synchronizing when editing hit objects

Fix hit animation not synchronizing when editing hit objects #15825

GitHub Actions / Test Results (macOS, MultiThreaded) failed Aug 22, 2023 in 0s

Test Results (macOS, MultiThreaded) ❌

Tests failed

❌ TestResults-macOS-MultiThreaded.trx

4952 tests were completed in 1967s with 4936 passed, 1 failed and 15 skipped.

Test suite Passed Failed Skipped Time
osu.Game.Tests.Visual.Gameplay.TestScenePause 22✔️ 1❌ 12s

❌ osu.Game.Tests.Visual.Gameplay.TestScenePause

✔️ TestConstructor
✔️ TestExitFromFailedGameplayAfterFailAnimation
✔️ TestExitFromFailedGameplayDuringFailAnimation
✔️ TestExitFromGameplay
✔️ TestExitFromPause
✔️ TestExitSoonAfterResumeSucceeds
✔️ TestExitViaHoldToExit
✔️ TestPauseAfterFail
✔️ TestPauseResume
✔️ TestPauseSoundLoop
❌ TestPauseWithLargeOffset
	TearDown : osu.Framework.Testing.Drawables.Steps.AssertButton+TracedException : time didn't go too far backwards
✔️ TestPauseWithResumeOverlay
✔️ TestQuickExitDuringCooldownTooSoon
✔️ TestQuickExitFromFailedGameplay
✔️ TestQuickExitFromGameplay
✔️ TestQuickRetryFromFailedGameplay
✔️ TestRestartAfterResume
✔️ TestResumeWithResumeOverlay
✔️ TestResumeWithResumeOverlaySkipped
✔️ TestTogglePauseViaBackAction
✔️ TestTogglePauseViaPauseGameplayAction
✔️ TestUserPauseDuringCooldownTooSoon
✔️ TestUserPauseWhenPauseNotAllowed

Annotations

Check failure on line 0 in TestResults-macOS-MultiThreaded.trx

See this annotation in the file changed.

@github-actions github-actions / Test Results (macOS, MultiThreaded)

osu.Game.Tests.Visual.Gameplay.TestScenePause ► TestPauseWithLargeOffset

Failed test found in:
  TestResults-macOS-MultiThreaded.trx
Error:
  TearDown : osu.Framework.Testing.Drawables.Steps.AssertButton+TracedException : time didn't go too far backwards
Raw output
TearDown : osu.Framework.Testing.Drawables.Steps.AssertButton+TracedException : time didn't go too far backwards
--TearDown
   at osu.Framework.Threading.ScheduledDelegate.RunTaskInternal()
   at osu.Framework.Threading.Scheduler.Update()
   at osu.Framework.Graphics.Drawable.UpdateSubTree()
   at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
   at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
   at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
   at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
   at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
   at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
   at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
   at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
   at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
   at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
   at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
   at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
   at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
   at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
   at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
   at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
   at osu.Framework.Platform.GameHost.UpdateFrame()
   at osu.Framework.Threading.GameThread.processFrame()
   at osu.Framework.Threading.GameThread.RunSingleFrame()
   at osu.Framework.Threading.GameThread.<createThread>g__runWork|66_0()
   at System.Threading.Thread.StartHelper.Callback(Object state)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)