| Index: content/browser/gamepad/gamepad_test_helpers.cc
|
| diff --git a/content/browser/gamepad/gamepad_test_helpers.cc b/content/browser/gamepad/gamepad_test_helpers.cc
|
| index 8837c8e59c34c20f49b0cd6486732abdd7abe2c3..fc79dcb5ee67ebf1648ad5620122d00d9e34bc00 100644
|
| --- a/content/browser/gamepad/gamepad_test_helpers.cc
|
| +++ b/content/browser/gamepad/gamepad_test_helpers.cc
|
| @@ -30,6 +30,15 @@ void MockGamepadDataFetcher::WaitForDataRead() {
|
| return read_data_.Wait();
|
| }
|
|
|
| +void MockGamepadDataFetcher::WaitForDataReadAndCallbacksIssued() {
|
| + // The provider will read the data on the background thread (setting the
|
| + // event) and *then* will issue the callback on the client thread. Waiting for
|
| + // it to read twice is a simple way to ensure that it was able to issue
|
| + // callbacks for the first read (if it issued one).
|
| + WaitForDataRead();
|
| + WaitForDataRead();
|
| +}
|
| +
|
| void MockGamepadDataFetcher::SetTestData(const blink::WebGamepads& new_data) {
|
| base::AutoLock lock(lock_);
|
| test_data_ = new_data;
|
|
|