def _handle_ping (self, node1, node2): import basics node1 = core._getByName(node1).entity node2 = core._getByName(node2).entity if node1 and node2: node1.send(basics.Ping(node2), flood=True)
def _handle_delEdge (self, node1, node2): node1 = core._getByName(node1) node2 = core._getByName(node2) if node1 and node2: if node1.isConnectedTo(node2): node1.unlinkTo(node2)
def _handle_disconnect (self, node): node = core._getByName(node) if node: node.disconnect()
def _handle_disconnect (self, node): node = core._getByName(node).entity node.disconnect()
def _handle_disconnect(self, node): node = core._getByName(node) if node: node.disconnect()
def _handle_delEdge(self, node1, node2): node1 = core._getByName(node1) node2 = core._getByName(node2) if node1 and node2: if node1.isConnectedTo(node2): node1.unlinkTo(node2)
def _handle_ping(self, node1, node2): import sim.basics as basics node1 = core._getByName(node1).entity node2 = core._getByName(node2).entity if node1 and node2: node1.send(basics.Ping(node2), flood=True)
def _handle_disconnect(self, node): node = core._getByName(node).entity node.disconnect()