ClearUpdateQueue() public method

Clears all pending updates.
public ClearUpdateQueue ( ) : void
return void
Esempio n. 1
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        internal void Update()
        {
            while (keepGoing)
            {
                foreach (UpdateTask task in updateTasks.Values)
                {
                    if (task.enabled && task.nextTime < DateTime.Now)
                    {
                        task.callback(task.param);
                        task.nextTime += TimeSpan.FromMilliseconds(task.interval);
                    }
                }

                if (requestLockDown)
                {
                    lockDown = true;
                    tasks.Restart();
                    requestLockDown = false;
                    Thread.Sleep(100);   // buffer time for all threads to catch up
                    map.ClearUpdateQueue();
                    lockDownReady = true;
                }

                Thread.Sleep(1);
            }
        }
Esempio n. 2
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 public bool Lock([NotNull] Player player)
 {
     if (player == null)
     {
         throw new ArgumentNullException("player");
     }
     lock ( lockLock ) {
         if (IsLocked)
         {
             return(false);
         }
         else
         {
             LockedBy   = player.Name;
             LockedDate = DateTime.UtcNow;
             IsLocked   = true;
             Map mapCache = Map;
             if (mapCache != null)
             {
                 mapCache.ClearUpdateQueue();
                 mapCache.StopAllDrawOps();
             }
             Players.Message("&WWorld was locked by {0}", player.ClassyName);
             Logger.Log(LogType.UserActivity,
                        "World {0} was locked by {1}",
                        Name, player.Name);
             return(true);
         }
     }
 }
Esempio n. 3
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 public bool Lock(Player player)
 {
     if (player == null)
     {
         throw new ArgumentNullException("player");
     }
     lock ( lockLock ) {
         if (IsLocked)
         {
             return(false);
         }
         else
         {
             LockedBy   = player.Name;
             LockedDate = DateTime.UtcNow;
             IsLocked   = true;
             if (Map != null)
             {
                 Map.ClearUpdateQueue();
             }
             SendToAll("&WMap was locked by {0}", player.GetClassyName());
             Logger.Log("World {0} was locked by {1}", LogType.UserActivity,
                        Name, player.Name);
             return(true);
         }
     }
 }