private void ParseVideoElement(XElement video) { //Parse the raw data into a InstancePlayState object UserStateManager.InstancePlayState playerData = new UserStateManager.InstancePlayState(); if (!playerData.Parse(video)) { return; } //Notify state update to existing data if any bool isInList = false; for (int i = 0; i < PlayerStates.Count; i++) { if (PlayerStates[i].PlayerName == playerData.PlayerName) { isInList = true; PlayerStates[i].OnStateRetrieved(playerData.CurrentState); break; } } //No existing player with that name => add it to list if (!isInList) { PlayerStates.Add(playerData); //Forced state change after we just added it, since the state is the same as when it was parsed playerData.OnStateRetrieved(playerData.CurrentState, true); } //Add player to the active list ActivePlayerNames.Add(playerData.PlayerName); }
private void ParseVideoElement(XElement video) { //Parse the raw data into a InstancePlayState object UserStateManager.InstancePlayState playerData = new UserStateManager.InstancePlayState(); if (!playerData.Parse(video)) return; //Notify state update to existing data if any bool isInList = false; for (int i = 0; i < PlayerStates.Count; i++) { if (PlayerStates[i].PlayerName == playerData.PlayerName) { isInList = true; PlayerStates[i].OnStateRetrieved(playerData.CurrentState, playerData.Type); break; } } //No existing player with that name => add it to list if (!isInList) { PlayerStates.Add(playerData); //Forced state change after we just added it, since the state is the same as when it was parsed playerData.OnStateRetrieved(playerData.CurrentState, playerData.Type, true); } //Add player to the active list ActivePlayerNames.Add(playerData.PlayerName); }