Index: content/browser/gamepad/gamepad_provider_unittest.cc |
diff --git a/content/browser/gamepad/gamepad_provider_unittest.cc b/content/browser/gamepad/gamepad_provider_unittest.cc |
index adfef0c5bf3d2ed749050f155b0c1655c4059661..e4f6571da27f36e8bf11722c373edf3725a83d98 100644 |
--- a/content/browser/gamepad/gamepad_provider_unittest.cc |
+++ b/content/browser/gamepad/gamepad_provider_unittest.cc |
@@ -131,26 +131,16 @@ TEST_F(GamepadProviderTest, UserGesture) { |
GamepadProvider* provider = CreateProvider(no_button_data); |
provider->Resume(); |
- // Register for a user gesture and make sure the provider reads it twice |
- // see below for why). |
provider->RegisterForUserGesture(listener.GetClosure()); |
- mock_data_fetcher_->WaitForDataRead(); |
- mock_data_fetcher_->WaitForDataRead(); |
+ mock_data_fetcher_->WaitForDataReadAndCallbacksIssued(); |
// It should not have issued our callback. |
message_loop().RunUntilIdle(); |
EXPECT_FALSE(listener.has_user_gesture()); |
// 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. |
mock_data_fetcher_->SetTestData(button_down_data); |
- mock_data_fetcher_->WaitForDataRead(); |
- mock_data_fetcher_->WaitForDataRead(); |
+ mock_data_fetcher_->WaitForDataReadAndCallbacksIssued(); |
// It should have issued our callback. |
message_loop().RunUntilIdle(); |