/// <summary> /// Initializes paths, static objects, check and load datafiles, etc. /// </summary> /// <remarks>May be called more than once without causing redundant operations to occur.</remarks> public static void Initialize() { if (s_initialized) { return; } s_initialized = true; Trace("begin"); // Network monitoring (connection availability changes) NetworkMonitor.Initialize(); // ESIMethods collection initialization (always before members instatiation) ESIMethods.Initialize(); // Members instantiations APIProviders = new GlobalAPIProviderCollection(); MonitoredCharacters = new GlobalMonitoredCharacterCollection(); CharacterIdentities = new GlobalCharacterIdentityCollection(); Notifications = new GlobalNotificationCollection(); Characters = new GlobalCharacterCollection(); Datafiles = new GlobalDatafileCollection(); ESIKeys = new GlobalAPIKeyCollection(); EVEServer = new EveServer(); Trace("done"); }
/// <summary> /// Initializes paths, static objects, check and load datafiles, etc. /// </summary> /// <remarks>May be called more than once without causing redundant operations to occur.</remarks> public static void Initialize() { if (s_initialized) return; s_initialized = true; Trace("begin"); // Network monitoring (connection availability changes) NetworkMonitor.Initialize(); //Set swagger global config Configuration.Default = new Configuration { BasePath = "https://esi.tech.ccp.is/", UserAgent = "EveMon - Development", }; // APIMethods collection initialization (always before members instatiation) APIMethods.Initialize(); // Members instantiations APIProviders = new GlobalAPIProviderCollection(); MonitoredCharacters = new GlobalMonitoredCharacterCollection(); CharacterIdentities = new GlobalCharacterIdentityCollection(); Notifications = new GlobalNotificationCollection(); Characters = new GlobalCharacterCollection(); Datafiles = new GlobalDatafileCollection(); APIKeys = new GlobalAPIKeyCollection(); EVEServer = new EveServer(); Trace("done"); }
/// <summary> /// Called when the server status updated. /// </summary> /// <param name="server">The server.</param> /// <param name="previousStatus">The previous status.</param> /// <param name="status">The status.</param> internal static void OnServerStatusUpdated(EveServer server, ServerStatus previousStatus, ServerStatus status) { Trace("EveClient.OnServerStatusUpdated"); if (ServerStatusUpdated != null) { ServerStatusUpdated(null, new EveServerEventArgs(server, previousStatus, status)); } }
/// <summary> /// Called when the server status updated. /// </summary> /// <param name="server">The server.</param> /// <param name="previousStatus">The previous status.</param> /// <param name="status">The status.</param> internal static void OnServerStatusUpdated(EveServer server, ServerStatus previousStatus, ServerStatus status) { if (Closed) { return; } Trace(); ServerStatusUpdated?.ThreadSafeInvoke(null, new EveServerEventArgs(server, previousStatus, status)); }
/// <summary> /// Initializes paths, static objects, check and load datafiles, etc. /// </summary> /// <remarks>May be called more than once without causing redundant operations to occur.</remarks> public static void Initialize() { lock (s_initializationLock) { if (s_initialized) { return; } s_initialized = true; Trace("EveClient.Initialize() - begin"); // Members instantiations HttpWebService = new HttpWebService(); APIProviders = new GlobalAPIProviderCollection(); MonitoredCharacters = new GlobalMonitoredCharacterCollection(); CharacterIdentities = new GlobalCharacterIdentityCollection(); Notifications = new GlobalNotificationCollection(); Characters = new GlobalCharacterCollection(); Datafiles = new GlobalDatafileCollection(); Accounts = new GlobalAccountCollection(); EVEServer = new EveServer(); // Load static datas (min order to follow : skills before anything else, items before certs) Trace("Load Datafiles - begin"); StaticProperties.Load(); StaticSkills.Load(); StaticItems.Load(); StaticCertificates.Load(); StaticBlueprints.Load(); Trace("Load Datafiles - done"); // Network monitoring (connection availability changes) NetworkMonitor.Initialize(); Trace("EveClient.Initialize() - done"); } }
/// <summary> /// Initializes paths, static objects, check and load datafiles, etc. /// </summary> /// <remarks>May be called more than once without causing redundant operations to occur.</remarks> public static void Initialize() { lock (s_initializationLock) { if (s_initialized) return; s_initialized = true; Trace("EveClient.Initialize() - begin"); // Members instantiations HttpWebService = new HttpWebService(); APIProviders = new GlobalAPIProviderCollection(); MonitoredCharacters = new GlobalMonitoredCharacterCollection(); CharacterIdentities = new GlobalCharacterIdentityCollection(); Notifications = new GlobalNotificationCollection(); Characters = new GlobalCharacterCollection(); Datafiles = new GlobalDatafileCollection(); Accounts = new GlobalAccountCollection(); EVEServer = new EveServer(); // Load static datas (min order to follow : skills before anything else, items before certs) Trace("Load Datafiles - begin"); StaticProperties.Load(); StaticSkills.Load(); StaticItems.Load(); StaticCertificates.Load(); StaticBlueprints.Load(); Trace("Load Datafiles - done"); // Network monitoring (connection availability changes) NetworkMonitor.Initialize(); Trace("EveClient.Initialize() - done"); } }
/// <summary> /// Constructor. /// </summary> /// <param name="server"></param> /// <param name="previousStatus"></param> /// <param name="status"></param> public EveServerEventArgs(EveServer server, ServerStatus previousStatus, ServerStatus status) { Server = server; Status = status; PreviousStatus = previousStatus; }
/// <summary> /// Called when the server status updated. /// </summary> /// <param name="server">The server.</param> /// <param name="previousStatus">The previous status.</param> /// <param name="status">The status.</param> internal static void OnServerStatusUpdated(EveServer server, ServerStatus previousStatus, ServerStatus status) { Trace("EveClient.OnServerStatusUpdated"); if (ServerStatusUpdated != null) ServerStatusUpdated(null, new EveServerEventArgs(server, previousStatus, status)); }
/// <summary> /// Constructor /// </summary> /// <param name="server"></param> /// <param name="previousStatus"></param> /// <param name="status"></param> public EveServerEventArgs(EveServer server, ServerStatus previousStatus, ServerStatus status) { m_server = server; m_status = status; m_previousStatus = previousStatus; }