void node_StateChanged(Node node, NodeState oldState) { if (node.State == NodeState.Disconnecting || node.State == NodeState.Failed || node.State == NodeState.Offline) { ConnectedNodes.Remove(node); } }
/// <summary> /// /// </summary> /// <param name="slot_"></param> public bool DisconnectFrom(NodeSlot slot_) { ConnectedNodes.Remove(slot_); return(true); }