Index: content/browser/renderer_host/pepper/pepper_gamepad_host_unittest.cc |
diff --git a/content/browser/renderer_host/pepper/pepper_gamepad_host_unittest.cc b/content/browser/renderer_host/pepper/pepper_gamepad_host_unittest.cc |
index f86c944a46d6281c07d29a76016d13c044e461ad..38bc0e267e86396631a4f53a62fd81420d46a8eb 100644 |
--- a/content/browser/renderer_host/pepper/pepper_gamepad_host_unittest.cc |
+++ b/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(); |