private void OnConnectionChecked(HeartbeatWorkerEventArgs e) { var handler = ConnectionChecked; if (handler != null) { handler(this, e); } }
private async void OnConnectionChecked(object sender, HeartbeatWorkerEventArgs e) { if (!e.ApiAlive) return; heartTile.TileImage = Resources.fontawesome_50_bright_heart_beat; heartTile.Refresh(); await Task.Delay(TimeSpan.FromMilliseconds(200)); heartTile.TileImage = Resources.fontawesome_50_bright_heart; heartTile.Refresh(); }
private async void OnConnectionChecked(object sender, HeartbeatWorkerEventArgs e) { if (!e.ApiAlive) { return; } heartTile.TileImage = Resources.fontawesome_50_bright_heart_beat; heartTile.Refresh(); await Task.Delay(TimeSpan.FromMilliseconds(200)); heartTile.TileImage = Resources.fontawesome_50_bright_heart; heartTile.Refresh(); }
private void OnHeartbeatReceived(object sender, HeartbeatWorkerEventArgs e) { OnConnectionChecked(e); // The heartbeat controls wether a connected instance becomes available or unavailable if (e.ApiAlive) { // Mark the connection connected if it is healed/connected again if (_fsm.CanFire(Trigger.Connected)) { _fsm.Fire(Trigger.Connected); } } else { _fsm.Fire(Trigger.Disconnected); } }
private void OnHeartbeatReceived(object sender, HeartbeatWorkerEventArgs e) { OnConnectionChecked(e); // The heartbeat controls wether a connected instance becomes available or unavailable if (e.ApiAlive) { // Mark the connection connected if it is healed/connected again if (_fsm.CanFire(Trigger.Connected)) _fsm.Fire(Trigger.Connected); } else { _fsm.Fire(Trigger.Disconnected); } }
private void OnConnectionChecked(HeartbeatWorkerEventArgs e) { var handler = ConnectionChecked; if (handler != null) handler(this, e); }