public void TestClear()
        {
            for (byte i = 0; i < 5; i++)
            {
                bindableStringByteDictionary.Add($"test{i}", i);
            }

            bindableStringByteDictionary.Clear();

            Assert.IsEmpty(bindableStringByteDictionary);
        }
Beispiel #2
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        private void load()
        {
            IsConnected.BindValueChanged(connected => Schedule(() =>
            {
                if (connected.NewValue)
                {
                    // get all the users that were previously being watched
                    int[] users = watchedUsers.ToArray();
                    watchedUsers.Clear();

                    // resubscribe to watched users.
                    foreach (int userId in users)
                    {
                        WatchUser(userId);
                    }

                    // re-send state in case it wasn't received
                    if (IsPlaying)
                    {
                        // TODO: this is likely sent out of order after a reconnect scenario. needs further consideration.
                        BeginPlayingInternal(currentState);
                    }
                }
                else
                {
                    playingUsers.Clear();
                    watchedUserStates.Clear();
                }
            }), true);
        }
Beispiel #3
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        private void load()
        {
            IsConnected.BindValueChanged(connected => Schedule(() =>
            {
                if (connected.NewValue)
                {
                    // get all the users that were previously being watched
                    int[] users = watchingUsers.ToArray();
                    watchingUsers.Clear();

                    // resubscribe to watched users.
                    foreach (int userId in users)
                    {
                        WatchUser(userId);
                    }

                    // re-send state in case it wasn't received
                    if (IsPlaying)
                    {
                        BeginPlayingInternal(currentState);
                    }
                }
                else
                {
                    playingUsers.Clear();
                    playingUserStates.Clear();
                }
            }), true);
        }