/// <summary> /// Sets operation state. /// </summary> /// <param name="state">New state.</param> private void SetState(AsyncOP_State state) { if (m_State == AsyncOP_State.Disposed) { return; } lock (m_pLock){ m_State = state; if (m_State == AsyncOP_State.Completed && m_RiseCompleted) { OnCompletedAsync(); } } }
/// <summary> /// Sets operation state. /// </summary> /// <param name="state">New state.</param> private void SetState(AsyncOP_State state) { if(m_State == AsyncOP_State.Disposed){ return; } lock(m_pLock){ m_State = state; if(m_State == AsyncOP_State.Completed && m_RiseCompleted){ OnCompletedAsync(); } } }
/// <summary> /// Sets operation state. /// </summary> /// <param name="state">New state.</param> private void SetState(AsyncOP_State state) { m_State = state; }