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); } } }