/// <summary>
        /// Event handler for when the asynchronous find network sessions
        /// operation has completed.
        /// </summary>
        void FindSessionsOperationCompleted(object sender,
                                            OperationCompletedEventArgs e)
        {
            GameScreen nextScreen;

            try                     {
                // End the asynchronous find network sessions operation.
                AvailableNetworkSessionCollection availableSessions =
                    NetworkSession.EndFind(e.AsyncResult);

                if (availableSessions.Count == 0)
                {
                    // If we didn't find any sessions, display an error.
                    availableSessions.Dispose();

                    nextScreen = new MessageBoxScreen(Resources.NoSessionsFound, false);
                }
                else
                {
                    // If we did find some sessions, proceed to the JoinSessionScreen.
                    nextScreen = new JoinSessionScreen(availableSessions);
                }
            } catch (Exception exception) {
                nextScreen = new NetworkErrorScreen(exception);
            }

            ScreenManager.AddScreen(nextScreen, ControllingPlayer);
        }
        /// <summary>
        /// Event handler for when the asynchronous create network session
        /// operation has completed.
        /// </summary>
        void CreateSessionOperationCompleted(object sender,
                                             OperationCompletedEventArgs e)
        {
            try {
                // End the asynchronous create network session operation.
                NetworkSession networkSession = NetworkSession.EndCreate(e.AsyncResult);

                // Create a component that will manage the session we just created.
                NetworkSessionComponent.Create(ScreenManager, networkSession);

                // Go to the lobby screen. We pass null as the controlling player,
                // because the lobby screen accepts input from all local players
                // who are in the session, not just a single controlling player.
                ScreenManager.AddScreen(new LobbyScreen(networkSession), null);
            } catch (Exception exception) {
                NetworkErrorScreen errorScreen = new NetworkErrorScreen(exception);

                ScreenManager.AddScreen(errorScreen, ControllingPlayer);
            }
        }
        /// <summary>
        /// Event handler for when the asynchronous join-from-invite
        /// operation has completed.
        /// </summary>
        static void JoinInvitedOperationCompleted(object sender,
                                                  OperationCompletedEventArgs e)
        {
            ScreenManager screenManager = ((GameScreen)sender).ScreenManager;

            try                     {
                // End the asynchronous join-from-invite operation.
                NetworkSession networkSession =
                    NetworkSession.EndJoinInvited(e.AsyncResult);

                // Create a component that will manage the session we just created.
                NetworkSessionComponent.Create(screenManager, networkSession);

                // Go to the lobby screen.
                screenManager.AddScreen(new LobbyScreen(networkSession), null);
            } catch (Exception exception) {
                screenManager.AddScreen(new MainMenuScreen(), null);
                screenManager.AddScreen(new NetworkErrorScreen(exception), null);
            }
        }
        /// <summary>
        /// Event handler for when the asynchronous join network session
        /// operation has completed.
        /// </summary>
        void JoinSessionOperationCompleted(object sender, OperationCompletedEventArgs e)
        {
            try
            {
                // End the asynchronous join network session operation.
                NetworkSession networkSession = NetworkSession.EndJoin(e.AsyncResult);

                // Create a component that will manage the session we just joined.
                NetworkSessionComponent.Create(ScreenManager, networkSession);

                // Go to the lobby screen. We pass null as the controlling player,
                // because the lobby screen accepts input from all local players
                // who are in the session, not just a single controlling player.
                ScreenManager.AddScreen(new LobbyScreen(networkSession), null);

                availableSessions.Dispose();
            }
            catch (Exception exception)
            {
                NetworkErrorScreen errorScreen = new NetworkErrorScreen(exception);

                ScreenManager.AddScreen(errorScreen, ControllingPlayer);
            }
        }
		/// <summary>
		/// Event handler for when the asynchronous join-from-invite
		/// operation has completed.
		/// </summary>
		static void JoinInvitedOperationCompleted (object sender,
						OperationCompletedEventArgs e)
		{
			ScreenManager screenManager = ((GameScreen)sender).ScreenManager;

			try			{
				// End the asynchronous join-from-invite operation.
				NetworkSession networkSession = 
					NetworkSession.EndJoinInvited (e.AsyncResult);

				// Create a component that will manage the session we just created.
				NetworkSessionComponent.Create (screenManager, networkSession);

				// Go to the lobby screen.
				screenManager.AddScreen (new LobbyScreen (networkSession), null);
			} catch (Exception exception) {
				screenManager.AddScreen (new MainMenuScreen (), null);
				screenManager.AddScreen (new NetworkErrorScreen (exception), null);
			}
		}
		/// <summary>
		/// Event handler for when the asynchronous find network sessions
		/// operation has completed.
		/// </summary>
		void FindSessionsOperationCompleted (object sender,
					OperationCompletedEventArgs e)
		{
			GameScreen nextScreen;

			try			{
				// End the asynchronous find network sessions operation.
				AvailableNetworkSessionCollection availableSessions = 
						NetworkSession.EndFind (e.AsyncResult);

				if (availableSessions.Count == 0) {
					// If we didn't find any sessions, display an error.
					availableSessions.Dispose ();

					nextScreen = new MessageBoxScreen (Resources.NoSessionsFound, false);
				} else {
					// If we did find some sessions, proceed to the JoinSessionScreen.
					nextScreen = new JoinSessionScreen (availableSessions);
				}
			} catch (Exception exception) {
				nextScreen = new NetworkErrorScreen (exception);
			}

			ScreenManager.AddScreen (nextScreen, ControllingPlayer);
		}