/// <summary> /// Event handler called when the system delivers an invite notification. /// This can occur when the user accepts an invite that was sent to them by /// a friend (pull mode), or if they choose the "Join Session In Progress" /// option in their friends screen (push mode). The handler leaves the /// current session (if any), then joins the session referred to by the /// invite. It is not necessary to prompt the user before doing this, as /// the Guide will already have taken care of the necessary confirmations /// before the invite was delivered to you. /// </summary> public static void InviteAccepted(ScreenManager screenManager, InviteAcceptedEventArgs e) { // If we are already in a network session, leave it now. NetworkSessionComponent self = FindSessionComponent(screenManager.Game); if (self != null) { self.Dispose(); } try { // Which local profiles should we include in this session? IEnumerable <SignedInGamer> localGamers = ChooseGamers(NetworkSessionType.PlayerMatch, e.Gamer.PlayerIndex); // Begin an asynchronous join-from-invite operation. IAsyncResult asyncResult = NetworkSession.BeginJoinInvited(localGamers, null, null); // Use the loading screen to replace whatever screens were previously // active. This will completely reset the screen state, regardless of // whether we were in the menus or playing a game when the invite was // delivered. When the loading screen finishes, it will activate the // network busy screen, which displays an animation as it waits for // the join operation to complete. NetworkBusyScreen busyScreen = new NetworkBusyScreen(asyncResult); busyScreen.OperationCompleted += JoinInvitedOperationCompleted; LoadingScreen.Load(screenManager, false, null, new BackgroundScreen(), busyScreen); } catch (Exception exception) { NetworkErrorScreen errorScreen = new NetworkErrorScreen(exception); LoadingScreen.Load(screenManager, false, null, new BackgroundScreen(), new MainMenuScreen(), errorScreen); } }
/// <summary> /// Attempt to join a session using an invite that was received. /// </summary> public void JoinInvitedGame() { try { // begin to join the game we were invited to IAsyncResult asyncResult = NetworkSession.BeginJoinInvited(1, null, null); // create the busy screen NetworkBusyScreen busyScreen = new NetworkBusyScreen("Joining the session...", asyncResult); busyScreen.OperationCompleted += InvitedSessionJoined; ScreenManager.AddScreen(busyScreen); } catch { // could not begin to join invited game, so default to the pre-existing MainMenuScreen } ScreenManager.invited = null; updateState = true; }