Bug 1658416 - Remove current pending events handling r=baku

The "pending events" functionality is going to be taken by the test channel
itself, so this code is no longer needed

Differential Revision: https://phabricator.services.mozilla.com/D86746
This commit is contained in:
Chris Martin 2020-10-07 17:25:39 +00:00
Родитель f050b91638
Коммит 5781802e5a
2 изменённых файлов: 0 добавлений и 34 удалений

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@ -64,13 +64,6 @@ void GamepadPlatformService::NotifyGamepadChange(uint32_t aIndex,
// same time, we use mutex to prevent possible race condtion
MutexAutoLock autoLock(mMutex);
// Buffer all events if we have no Channel to dispatch, which
// may happen when performing Mochitest.
if (mChannelParents.IsEmpty()) {
mPendingEvents.AppendElement(e);
return;
}
for (uint32_t i = 0; i < mChannelParents.Length(); ++i) {
mChannelParents[i]->DispatchUpdateEvent(e);
}
@ -220,31 +213,11 @@ void GamepadPlatformService::AddChannelParent(
aParent->DispatchUpdateEvent(e);
}
}
FlushPendingEvents();
}
StartGamepadMonitoring();
}
void GamepadPlatformService::FlushPendingEvents() {
AssertIsOnBackgroundThread();
MOZ_ASSERT(!mChannelParents.IsEmpty());
if (mPendingEvents.IsEmpty()) {
return;
}
// NOTE: This method must be called with mMutex held because it accesses
// mChannelParents.
for (uint32_t i = 0; i < mChannelParents.Length(); ++i) {
for (uint32_t j = 0; j < mPendingEvents.Length(); ++j) {
mChannelParents[i]->DispatchUpdateEvent(mPendingEvents[j]);
}
}
mPendingEvents.Clear();
}
void GamepadPlatformService::RemoveChannelParent(
GamepadEventChannelParent* aParent) {
// mChannelParents can only be modified once GamepadEventChannelParent

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@ -93,9 +93,6 @@ class GamepadPlatformService final {
template <class T>
void NotifyGamepadChange(uint32_t aIndex, const T& aInfo);
// Flush all pending events buffered in mPendingEvents, must be called
// with mMutex held
void FlushPendingEvents();
void Cleanup();
// mGamepadIndex can only be accessed by monitor thread
@ -110,10 +107,6 @@ class GamepadPlatformService final {
// between background and monitor thread
Mutex mMutex;
// In mochitest, it is possible that the test Events is synthesized
// before GamepadEventChannel created, we need to buffer all events
// until the channel is created if that happens.
nsTArray<GamepadChangeEvent> mPendingEvents;
std::map<uint32_t, GamepadAdded> mGamepadAdded;
};