private void OnBuddyState(BuddyStateChanged e)
 {
     lock (_instLock)
     {
         if (_buddies.ContainsKey(e.Id) && _buddies[e.Id] != null)
         {
             RaiseBuddyState(_buddies[e.Id]);
         }
         else if (_pendingBuddy != null) //this is a new buddy it still does not have an Id
         {
             _pendingBuddy.SetId(e.Id);
             RaiseBuddyState(_pendingBuddy);
         }
     }
 }
 private void OnBuddyState(BuddyStateChanged e)
 {
     lock (_instLock)
     {
         if (_buddies.ContainsKey(e.Id) && _buddies[e.Id] != null)
             RaiseBuddyState(_buddies[e.Id]);
         else if (_pendingBuddy != null) //this is a new buddy it still does not have an Id
         {
             _pendingBuddy.SetId(e.Id);
             RaiseBuddyState(_pendingBuddy);
         }
     }
 }