internal void ContinueCommunityShare() { LevelMetadata level = CurWorld; //TODO: check for broken links? //always start the share on the first level in the set level = level.FindFirstLink(); string folderName = Utils.FolderNameFromFlags(level.Genres); string fullPath = BokuGame.Settings.MediaPath + folderName + level.WorldId.ToString() + @".Xml"; // Share. // Check to see if the community server is reachable before sharing level. if (!Web.Community.Async_Ping(Callback_Ping, fullPath)) { ShowNoCommunityDialog(); } } // end of PopupOnCommunityShare()
public CommunityShareMenu() { // signedInMessage { ModularMessageDialog.ButtonHandler handlerA = delegate(ModularMessageDialog dialog) { // User chose "upload" //find the first link LevelMetadata level = CurWorld; level = level.FindFirstLink(); string folderName = Utils.FolderNameFromFlags(level.Genres); string fullPath = BokuGame.Settings.MediaPath + folderName + level.WorldId.ToString() + @".Xml"; // Read it back from disk and start uploading it to the community. BokuShared.Wire.WorldPacket packet = XmlDataHelper.ReadWorldPacketFromDisk(fullPath); UploadWorldData(packet, level); // Deactivate dialog. dialog.Deactivate(); Deactivate(); }; ModularMessageDialog.ButtonHandler handlerB = delegate(ModularMessageDialog dialog) { // User chose "cancel" // Deactivate dialog. dialog.Deactivate(); Deactivate(); }; ModularMessageDialog.ButtonHandler handlerY = delegate(ModularMessageDialog dialog) { // Deactivate dialog. dialog.Deactivate(); Deactivate(); }; } // signedOutMessage { ModularMessageDialog.ButtonHandler handlerA = delegate(ModularMessageDialog dialog) { // Deactivate dialog. dialog.Deactivate(); }; ModularMessageDialog.ButtonHandler handlerB = delegate(ModularMessageDialog dialog) { // User chose "cancel" // Deactivate dialog. dialog.Deactivate(); Deactivate(); }; ModularMessageDialog.ButtonHandler handlerY = delegate(ModularMessageDialog dialog) { // User chose "upload anonymous" LevelMetadata level = CurWorld; //find the first link level = level.FindFirstLink(); string folderName = Utils.FolderNameFromFlags(level.Genres); string fullPath = BokuGame.Settings.MediaPath + folderName + level.WorldId.ToString() + @".Xml"; // Share. // Check to see if the community server is reachable before sharing level. if (!Web.Community.Async_Ping(Callback_Ping, fullPath)) { ShowNoCommunityDialog(); } // Deactivate dialog. dialog.Deactivate(); Deactivate(); }; } }