/// <summary>Forwards the info that we successfully connected to a game.</summary> /// <param name="sender">The sender.</param> /// <param name="e"> /// The <see cref="Engine.Session.JoinResponseEventArgs"/> instance containing the event data. /// </param> private void SessionOnJoinResponse(object sender, JoinResponseEventArgs e) { _game.ScreenManager.Call("Space", "onConnected"); }
/// <summary>Successfully joined a game, schedule console autoexec.</summary> /// <param name="sender">The sender.</param> /// <param name="e"> /// The <see cref="Engine.Session.JoinResponseEventArgs"/> instance containing the event data. /// </param> private void HandleJoinResponse(object sender, JoinResponseEventArgs e) { _shouldRunAutoexec = true; }
/// <summary> /// A server sent us a response to our request to join his game. /// </summary> /// <param name="sender">the underlying session.</param> /// <param name="e">information of the type <c>JoinResponseEventArgs</c>.</param> private void HandleJoinResponse(object sender, JoinResponseEventArgs e) { // OK, we were allowed to join, invalidate our simulation to request // the current state. Tss.Invalidate(); }