public void Remove(ILoadBalanced item) { LoadBalancedQueue.LoadBalancerItem loadBalancerItem = this._queue.Remove((LoadBalancedQueue.LoadBalancerItem o) => o.item == item); if (loadBalancerItem != null) { loadBalancerItem.Dispose(); } }
public LinkedListNode <ILoadBalanced> Add(ILoadBalanced item) { var node = new LinkedListNode <ILoadBalanced>(item); Items.AddLast(node); return(node); }
/// <summary> /// Removes the specified item. /// </summary> /// <param name="item">The item.</param> public void Remove(ILoadBalanced item) { var lbi = _queue.Remove(o => o.item == item); if (lbi != null) { lbi.Dispose(); } }
/// <summary> /// Adds the specified item. /// </summary> /// <param name="item">The item.</param> /// <param name="interval">The interval between updates. This overrides the <see cref="defaultUpdateInterval"/>.</param> /// <param name="delayFirstUpdateBy">The delay by which the first update of the item will be scheduled.</param> public void Add(ILoadBalanced item, float interval, float delayFirstUpdateBy) { var now = UnityServices.time.time; var queueItem = new LoadBalancerItem { lastUpdate = now, nextUpdate = now + delayFirstUpdateBy, interval = interval, item = item }; _queue.Add(queueItem); }
/// <summary> /// Adds the specified item. /// </summary> /// <param name="item">The item.</param> /// <param name="interval">The interval between updates. This overrides the <see cref="defaultUpdateInterval"/>.</param> /// <param name="delayFirstUpdateBy">The delay by which the first update of the item will be scheduled.</param> public ILoadBalancedHandle Add(ILoadBalanced item, float interval, float delayFirstUpdateBy) { var now = _time(); var queueItem = new LoadBalancerItem { parent = this, lastUpdate = now, nextUpdate = now + delayFirstUpdateBy, interval = interval, item = item }; _queue.Add(queueItem); return(queueItem); }
public ILoadBalancedHandle Add(ILoadBalanced item, float interval, float delayFirstUpdateBy) { float single = Time.time; LoadBalancedQueue.LoadBalancerItem loadBalancerItem = new LoadBalancedQueue.LoadBalancerItem() { parent = this, lastUpdate = single, nextUpdate = single + delayFirstUpdateBy, interval = interval, item = item }; this._queue.Add(loadBalancerItem); return(loadBalancerItem); }
public ILoadBalancedHandle Add(ILoadBalanced item, float interval, bool delayFirstUpdate) { return(this.Add(item, interval, (delayFirstUpdate ? interval : 0f))); }
/// <summary> /// Removes the specified item. /// </summary> /// <param name="item">The item.</param> public void Remove(ILoadBalanced item) { _queue.Remove(o => o.item == item); }
public void set_item(ILoadBalanced value) { this.< item > k__BackingField = value; }
/// <summary> /// Adds the specified item. /// </summary> /// <param name="item">The item.</param> /// <param name="interval">The interval between updates. This overrides the <see cref="defaultUpdateInterval"/>.</param> /// <param name="delayFirstUpdate">if set to <c>true</c> the item will be scheduled for its first update <paramref name="interval"/> into the future, otherwise its first update will be as soon as possible.</param> public void Add(ILoadBalanced item, float interval, bool delayFirstUpdate) { var delay = delayFirstUpdate ? interval : 0.0f; Add(item, interval, delay); }
/// <summary> /// Adds the specified item. /// </summary> /// <param name="item">The item.</param> /// <param name="interval">The interval between updates. This overrides the <see cref="defaultUpdateInterval"/>.</param> public void Add(ILoadBalanced item, float interval) { Add(item, interval, 0.0f); }
/// <summary> /// Adds the specified item. /// </summary> /// <param name="item">The item.</param> /// <param name="delayFirstUpdate">if set to <c>true</c> the item will be scheduled for its first update <see cref="defaultUpdateInterval"/> into the future, otherwise its first update will be as soon as possible.</param> public void Add(ILoadBalanced item, bool delayFirstUpdate) { Add(item, this.defaultUpdateInterval, delayFirstUpdate); }
/// <summary> /// Adds the specified item. /// </summary> /// <param name="item">The item.</param> public void Add(ILoadBalanced item) { Add(item, this.defaultUpdateInterval, 0.0f); }
/// <summary> /// Adds the specified item. /// </summary> /// <param name="item">The item.</param> public ILoadBalancedHandle Add(ILoadBalanced item) { return(Add(item, this.defaultUpdateInterval, 0.0f)); }
/// <summary> /// Adds the specified item. /// </summary> /// <param name="item">The item.</param> /// <param name="interval">The interval between updates. This overrides the <see cref="defaultUpdateInterval"/>.</param> /// <param name="delayFirstUpdate">if set to <c>true</c> the item will be scheduled for its first update <paramref name="interval"/> into the future, otherwise its first update will be as soon as possible.</param> public ILoadBalancedHandle Add(ILoadBalanced item, float interval, bool delayFirstUpdate) { var delay = delayFirstUpdate ? interval : 0.0f; return(Add(item, interval, delay)); }
/// <summary> /// Adds the specified item. /// </summary> /// <param name="item">The item.</param> /// <param name="interval">The interval between updates. This overrides the <see cref="defaultUpdateInterval"/>.</param> public ILoadBalancedHandle Add(ILoadBalanced item, float interval) { return(Add(item, interval, 0.0f)); }
/// <summary> /// Adds the specified item. /// </summary> /// <param name="item">The item.</param> /// <param name="delayFirstUpdate">if set to <c>true</c> the item will be scheduled for its first update <see cref="defaultUpdateInterval"/> into the future, otherwise its first update will be as soon as possible.</param> public ILoadBalancedHandle Add(ILoadBalanced item, bool delayFirstUpdate) { return(Add(item, this.defaultUpdateInterval, delayFirstUpdate)); }