X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=src%2Fcontent%2Fbrowser%2Frenderer_host%2Fpepper%2Fpepper_gamepad_host_unittest.cc;h=38bc0e267e86396631a4f53a62fd81420d46a8eb;hb=4a1a0bdd01eef90b0826a0e761d3379d3715c10f;hp=f86c944a46d6281c07d29a76016d13c044e461ad;hpb=b1be5ca53587d23e7aeb77b26861fdc0a181ffd8;p=platform%2Fframework%2Fweb%2Fcrosswalk.git diff --git a/src/content/browser/renderer_host/pepper/pepper_gamepad_host_unittest.cc b/src/content/browser/renderer_host/pepper/pepper_gamepad_host_unittest.cc index f86c944..38bc0e2 100644 --- a/src/content/browser/renderer_host/pepper/pepper_gamepad_host_unittest.cc +++ b/src/content/browser/renderer_host/pepper/pepper_gamepad_host_unittest.cc @@ -140,29 +140,19 @@ TEST_F(PepperGamepadHostTest, WaitForReply) { gamepad_host.OnResourceMessageReceived( PpapiHostMsg_Gamepad_RequestMemory(), &context)); - // Wait for the gamepad background thread to read twice to make sure we - // don't get a message yet (see below for why). MockGamepadDataFetcher* fetcher = service_->data_fetcher(); - fetcher->WaitForDataRead(); - fetcher->WaitForDataRead(); + fetcher->WaitForDataReadAndCallbacksIssued(); // It should not have sent the callback message. service_->message_loop().RunUntilIdle(); EXPECT_EQ(0u, sink().message_count()); // Set a button down and wait for it to be read twice. - // - // We wait for two reads before calling RunAllPending because the provider - // will read the data on the background thread (setting the event) and *then* - // will issue the callback on our thread. Waiting for it to read twice - // ensures that it was able to issue callbacks for the first read (if it - // issued one) before we try to check for it. blink::WebGamepads button_down_data = default_data; button_down_data.items[0].buttons[0].value = 1.f; button_down_data.items[0].buttons[0].pressed = true; fetcher->SetTestData(button_down_data); - fetcher->WaitForDataRead(); - fetcher->WaitForDataRead(); + fetcher->WaitForDataReadAndCallbacksIssued(); // It should have sent a callback. service_->message_loop().RunUntilIdle();