public void ForceUpdate() { this._changed = false; TState fixedState; lock (this._state) { // Prevent writing state object fixedState = (TState)this._state.Clone(); // The function may slow StateUtil.ResetStateChanged(this._state); } this.Subject.OnNext(fixedState); }
public void ForceUpdate() { this._changed = false; TState fixedState; lock (this._state) { // Prevent writing state object var action = this._state.LastAction; fixedState = (TState)this._state.Clone(); fixedState.LastAction = action; // The function may slow StateUtil.ResetStateChanged(this._state); } if (this._subject == null) { this._subject = new Subject <TState>(); } this._subject.OnNext(fixedState); }