An object that provides access to the underlying system.
Inheritance: IDisposable
Beispiel #1
0
        /// <summary>
        /// Initializes the node manager.
        /// </summary>
        public AlarmConditionServerNodeManager(IServerInternal server, ApplicationConfiguration configuration)
            :
            base(server, configuration, Namespaces.AlarmCondition)
        {
            SystemContext.SystemHandle  = m_system = new UnderlyingSystem();
            SystemContext.NodeIdFactory = this;

            // get the configuration for the node manager.
            m_configuration = configuration.ParseExtension <AlarmConditionServerConfiguration>();

            // use suitable defaults if no configuration exists.
            if (m_configuration == null)
            {
                m_configuration = new AlarmConditionServerConfiguration();
            }

            // create the table to store the available areas.
            m_areas = new Dictionary <string, AreaState>();

            // create the table to store the available sources.
            m_sources = new Dictionary <string, SourceState>();
        }
        /// <summary>
        /// Initializes the node manager.
        /// </summary>
        public AlarmConditionServerNodeManager(IServerInternal server, ApplicationConfiguration configuration)
        :
            base(server, configuration, Namespaces.AlarmCondition)
        {
            SystemContext.SystemHandle = m_system = new UnderlyingSystem();
            SystemContext.NodeIdFactory = this;

            // get the configuration for the node manager.
            m_configuration = configuration.ParseExtension<AlarmConditionServerConfiguration>();

            // use suitable defaults if no configuration exists.
            if (m_configuration == null)
            {
                m_configuration = new AlarmConditionServerConfiguration();
            }

            // create the table to store the available areas.
            m_areas = new Dictionary<string, AreaState>();

            // create the table to store the available sources.
            m_sources = new Dictionary<string, SourceState>();
        }