static void
updated_connection_cb (NMRemoteConnection *connection,
                       GError             *error,
                       gpointer            data)
{
        NetConnectionEditor *editor = data;

        nm_connection_clear_secrets (NM_CONNECTION (connection));

        update_complete (editor, error);
}
static void
added_connection_cb (NMRemoteSettings   *settings,
                     NMRemoteConnection *connection,
                     GError             *error,
                     gpointer            data)
{
        NetConnectionEditor *editor = data;

        if (error) {
                g_warning ("Failed to add connection: %s", error->message);
                /* Leave the editor open */
                return;
        }

        update_complete (editor, error);
}
static void
updated_connection_cb (GObject *connection,
                       GAsyncResult *result,
                       gpointer user_data)
{
	NMConnectionEditor *self = NM_CONNECTION_EDITOR (user_data);
	GError *error = NULL;

	nm_remote_connection_commit_changes_finish (NM_REMOTE_CONNECTION (connection),
	                                            result, &error);

	/* Clear secrets so they don't lay around in memory; they'll get requested
	 * again anyway next time the connection is edited.
	 */
	nm_connection_clear_secrets (NM_CONNECTION (connection));

	update_complete (self, error);
	g_clear_error (&error);
}
示例#4
0
/**
 * Periodically check to see if effects need updating.
 */
CALLSET_ENTRY (effect_update, idle_every_100ms, start_ball, end_ball)
{
	if (sys_init_complete && !in_test)
	{
		/* Update devices frequently */
		if (in_game && !ball_search_timed_out ())
			callset_invoke (device_update);

		/* Less frequently, update background display, music, and lamps.
		Normally this is done every 500ms.  If effect_update_request() is
		called, then it will occur on the next 100ms interval. */
		if (effect_update_counter == 0)
		{
			task_recreate_gid_while (GID_EFFECT_UPDATE, effect_update_task, TASK_DURATION_INF);
			update_complete ();
		}
		else
		{
			--effect_update_counter;
		}
	}
}
示例#5
0
CALLSET_ENTRY (effect_update, init)
{
	update_complete ();
}