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Unified Diff: content/browser/gamepad/gamepad_provider_unittest.cc

Issue 8772004: Improve GamepadSeqLock impl Base URL: http://src.chromium.org/svn/trunk/src/
Patch Set: '' Created 9 years, 1 month ago
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Index: content/browser/gamepad/gamepad_provider_unittest.cc
===================================================================
--- content/browser/gamepad/gamepad_provider_unittest.cc (revision 112429)
+++ content/browser/gamepad/gamepad_provider_unittest.cc (working copy)
@@ -6,6 +6,7 @@
#include "base/process_util.h"
#include "base/synchronization/waitable_event.h"
#include "base/system_monitor/system_monitor.h"
+#include "base/threading/platform_thread.h"
#include "content/browser/gamepad/gamepad_provider.h"
#include "content/common/gamepad_messages.h"
#include "testing/gtest/include/gtest/gtest.h"
@@ -18,19 +19,15 @@
class MockDataFetcher : public GamepadDataFetcher {
public:
- MockDataFetcher(WebGamepads& test_data) : read_data_(false, false) {
+ explicit MockDataFetcher(WebGamepads const& test_data) {
test_data_ = test_data;
}
virtual void GetGamepadData(WebGamepads* pads,
bool devices_changed_hint) OVERRIDE {
*pads = test_data_;
- read_data_.Signal();
}
- void WaitForDataRead() { return read_data_.Wait(); }
-
WebGamepads test_data_;
- base::WaitableEvent read_data_;
};
// Main test fixture
@@ -81,8 +78,6 @@
main_message_loop_.RunAllPending();
scottmg 2011/12/01 22:36:39 The intention was to test the collision between re
- mock_data_fetcher_->WaitForDataRead();
-
// Renderer-side, pull data out of poll buffer.
base::SharedMemoryHandle handle =
provider->GetRendererSharedMemoryHandle(base::GetCurrentProcessHandle());
@@ -92,15 +87,14 @@
void* mem = shared_memory->memory();
GamepadHardwareBuffer* hwbuf = static_cast<GamepadHardwareBuffer*>(mem);
- // See gamepad_hardware_buffer.h for details on the read discipline.
WebGamepads output;
-
- base::subtle::Atomic32 version;
- do {
- version = hwbuf->sequence.ReadBegin();
- memcpy(&output, &hwbuf->buffer, sizeof(output));
- } while (hwbuf->sequence.ReadRetry(version));
-
+ output.length = 0;
scottmg 2011/12/01 22:36:39 this loop seems unnecessary with the ReadTo api.
dvyukov 2011/12/03 10:12:14 The situation is more involved that it appears on
+ for (;;) {
+ hwbuf->gamepads.ReadTo(&output);
+ if (output.length == 1)
+ break;
+ base::PlatformThread::YieldCurrentThread();
+ }
EXPECT_EQ(1u, output.length);
EXPECT_EQ(1u, output.items[0].buttonsLength);
EXPECT_EQ(1.f, output.items[0].buttons[0]);

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