public void Shootdown() { _invokable?.Dispose(); foreach (var node in _childrenNodes) { node.Value.Shootdown(); } }
public bool RemoveActor(Address address) { if (Address != address) { var next = address.GetNext(Address); if (!_childrenNodes.TryGetValue(next, out var nextNode)) { return(false); } nextNode.RemoveActor(address); } _invokable.Dispose(); _invokable = null; return(true); }