void stop() { grabber_->stop(); cloud_connection_.disconnect(); if(provides_images_) image_connection_.disconnect(); Logger::log(Logger::INFO, "Producer done.\n"); }
virtual void TearDown() { netchng.disconnect(); transport.stop_listening(); ASSERT_NO_THROW(beep::shutdown_session(listener)); TimedSessionBase::TearDown(); }
void LLInspectAvatar::onAvatarNameCache( const LLUUID& agent_id, const LLAvatarName& av_name) { mAvatarNameCacheConnection.disconnect(); if (agent_id == mAvatarID) { getChild<LLUICtrl>("user_name")->setValue(av_name.getDisplayName()); getChild<LLUICtrl>("user_name_small")->setValue(av_name.getDisplayName()); getChild<LLUICtrl>("user_slid")->setValue(av_name.getUserName()); mAvatarName = av_name; // show smaller display name if too long to display in regular size if (getChild<LLTextBox>("user_name")->getTextPixelWidth() > getChild<LLTextBox>("user_name")->getRect().getWidth()) { getChild<LLUICtrl>("user_name_small")->setVisible( true ); getChild<LLUICtrl>("user_name")->setVisible( false ); } else { getChild<LLUICtrl>("user_name_small")->setVisible( false ); getChild<LLUICtrl>("user_name")->setVisible( true ); } } }
void LLInspectAvatar::requestUpdate() { // Don't make network requests when spawning from the debug menu at the // login screen (which is useful to work on the layout). if (mAvatarID.isNull()) { if (LLStartUp::getStartupState() >= STATE_STARTED) { // once we're running we don't want to show the test floater // for bogus LLUUID::null links closeFloater(); } return; } // Clear out old data so it doesn't flash between old and new getChild<LLUICtrl>("user_name")->setValue(""); getChild<LLUICtrl>("user_name_small")->setValue(""); getChild<LLUICtrl>("user_slid")->setValue(""); getChild<LLUICtrl>("user_subtitle")->setValue(""); getChild<LLUICtrl>("user_details")->setValue(""); // Make a new request for properties delete mPropertiesRequest; mPropertiesRequest = new LLFetchAvatarData(mAvatarID, this); // Use an avatar_icon even though the image id will come down with the // avatar properties because the avatar_icon code maintains a cache of icons // and this may result in the image being visible sooner. // *NOTE: This may generate a duplicate avatar properties request, but that // will be suppressed internally in the avatar properties processor. //remove avatar id from cache to get fresh info LLAvatarIconIDCache::getInstance()->remove(mAvatarID); getChild<LLUICtrl>("avatar_icon")->setValue(LLSD(mAvatarID) ); if (mAvatarNameCacheConnection.connected()) { mAvatarNameCacheConnection.disconnect(); } mAvatarNameCacheConnection = LLAvatarNameCache::get(mAvatarID,boost::bind(&LLInspectAvatar::onAvatarNameCache,this, _1, _2)); }
void Controller::Moderator::onTilePlaced ( boost::signals2::connection const & inConnection, TilePlacement const & inTilePlacement ) { inConnection.disconnect(); if ( isValidPlacement( *mNextTile, inTilePlacement ) ) { Model::TileOnBoard const tileToPlace( *mNextTile, inTilePlacement.rotation ); mBoard.placeValidTile( tileToPlace, inTilePlacement.location ); requestPiecePlacement( inTilePlacement.location ); } else { // TODO: give player a warning. requestTilePlacement(); } }
void Controller::Moderator::onPiecePlaced ( boost::signals2::connection const & inConnection, Utils::Location const & inLocation, boost::optional< Model::PlacedPiece > const & inPiecePlacement ) { inConnection.disconnect(); if ( inPiecePlacement ) { if ( mCurrentPlayer->hasPiece( inPiecePlacement->getType() ) && isValidPlacement( inLocation, *inPiecePlacement ) ) { mCurrentPlayer->takePiece( inPiecePlacement->getType() ); mBoard.placeValidPiece( *inPiecePlacement, inLocation ); } else { // TODO: give player a warning. // TODO: should player get a second chance? } } endTurn( inLocation ); }
void PollManager::removePollThreadListener(boost::signals2::connection c) { boost::recursive_mutex::scoped_lock lock(signal_mutex_); c.disconnect(); }
void disconnecting_slot<void>(const boost::signals2::connection &conn, int) { conn.disconnect(); return; }
ResultType disconnecting_slot(const boost::signals2::connection &conn, int) { conn.disconnect(); return ResultType(); }
virtual ~PrivilegeObjectNode() { _changed_conn.disconnect(); }