/// <summary> /// Sets dialog state. /// </summary> /// <param name="state">New dialog state,</param> /// <param name="raiseEvent">If true, StateChanged event is raised after state change.</param> protected void SetState(SIP_DialogState state, bool raiseEvent) { m_State = state; if (raiseEvent) { OnStateChanged(); } if (m_State == SIP_DialogState.Terminated) { Dispose(); } }
/// <summary> /// Sets dialog state. /// </summary> /// <param name="state">New dialog state,</param> /// <param name="raiseEvent">If true, StateChanged event is raised after state change.</param> protected void SetState(SIP_DialogState state,bool raiseEvent) { m_State = state; if(raiseEvent){ OnStateChanged(); } if(m_State == SIP_DialogState.Terminated){ Dispose(); } }