/// <summary> /// Initializes the WvW teams collection /// </summary> private void InitializeWorlds() { lock (objectivesRefreshTimerLock) { logger.Debug("Initializing worlds"); Threading.InvokeOnUI(() => this.Worlds.Clear()); var matchIDs = this.wvwService.GetMatchIDs(); var teamColors = this.wvwService.GetTeamColors(); foreach (var world in this.wvwService.Worlds) { var team = new WvWTeamViewModel(world); if (matchIDs.ContainsKey(team.WorldId)) { team.MatchId = matchIDs[team.WorldId]; } if (teamColors.ContainsKey(team.WorldId)) { team.Color = teamColors[team.WorldId]; } Threading.InvokeOnUI(() => this.Worlds.Add(team)); } } }
/// <summary> /// Initializes the WvW teams collection /// </summary> private void InitializeWorlds() { lock (objectivesRefreshTimerLock) { logger.Debug("Initializing worlds"); Threading.InvokeOnUI(() => this.Worlds.Clear()); var matchIDs = this.wvwService.GetMatchIDs(); var teamColors = this.wvwService.GetTeamColors(); foreach (var world in this.wvwService.Worlds) { var team = new WvWTeamViewModel(world); if (matchIDs.ContainsKey(team.WorldId)) { team.MatchId = matchIDs[team.WorldId]; } if (teamColors.ContainsKey(team.WorldId)) { team.Color = teamColors[team.WorldId]; } Threading.InvokeOnUI(() => this.Worlds.Add(team)); } // Launch a task to refresh world score // Do this with a background task so we don't slow down initialization (this is not critical) Task.Factory.StartNew(this.RefreshWorldScores); } }