Example #1
0
        private static void SessionEndedEventHandler(object sender, NetworkSessionEndedEventArgs e)
        {
            if (UI.main.menuMode != MenuMode.ERROR)
            {
                string desc;
                switch (e.EndReason)
                {
                case NetworkSessionEndReason.ClientSignedOut:
                    GameEndedEventHandler(sender, new GameEndedEventArgs());
                    return;

                case NetworkSessionEndReason.HostEndedSession:
                case NetworkSessionEndReason.RemovedByHost:
                    desc = Lang.gen[46];
                    break;

                default:
                    desc = ((Main.netMode != 1) ? Lang.inter[36] : Lang.gen[46]);
                    break;
                }
                UI.Error(Lang.menu[5], desc);
                Main.saveOnExit = UI.main.autoSave;
                UI.main.ExitGame();
            }
        }
Example #2
0
        /// <summary>
        /// Event handler notifies us when the network session has ended.
        /// </summary>
        void SessionEndedEventHandler(object sender, NetworkSessionEndedEventArgs e)
        {
            errorMessage = e.EndReason.ToString();

            networkSession.Dispose();
            networkSession = null;
        }
Example #3
0
 void SessionEndedEventHandler(object sender, NetworkSessionEndedEventArgs e)
 {
     OnlineEventString = e.EndReason.ToString();
     networkSession.Dispose();
     networkSession = null;
     game.menus.GoTo("Score", true);
 }
        private static void SessionEndedEventHandler(object sender, NetworkSessionEndedEventArgs e)
        {
            SetStatus(e.EndReason.ToString());

            networkSession.Dispose();
            networkSession = null;
        }
Example #5
0
 void SessionEndedEventHandler(object sender, NetworkSessionEndedEventArgs e)
 {
     disposeNetworkSession();
     if (Global.gameState != Global.GameState.GameOver)
     {
         Global.gameState = Global.GameState.NetworkQuit;
     }
 }
 /// <summary>
 /// Handle the end of the session.
 /// </summary>
 void networkSession_SessionEnded(object sender, NetworkSessionEndedEventArgs e)
 {
     if ((world != null) && !world.GameExited)
     {
         world.GameExited = true;
         world            = null;
     }
     if (!IsExiting)
     {
         ExitScreen();
     }
     networkSession = null;
 }
Example #7
0
 /// <summary>
 /// Handle the end of the network session.
 /// </summary>
 void networkSession_SessionEnded(object sender, NetworkSessionEndedEventArgs e)
 {
     if (!IsExiting)
     {
         ExitScreen();
     }
     if (world != null)
     {
         world.Dispose();
         world = null;
     }
     if (networkSession != null)
     {
         networkSession.Dispose();
         networkSession = null;
     }
 }
Example #8
0
        /// <summary>
        /// Event handler called when the network session ends.
        /// Stores the end reason, so this can later be displayed to the user.
        /// </summary>
        void NetworkSessionEnded(object sender, NetworkSessionEndedEventArgs e)
        {
            switch (e.EndReason)
            {
            case NetworkSessionEndReason.ClientSignedOut:
                sessionEndMessage = null;
                break;

            case NetworkSessionEndReason.HostEndedSession:
                sessionEndMessage = Resources.ErrorHostEndedSession;
                break;

            case NetworkSessionEndReason.RemovedByHost:
                sessionEndMessage = Resources.ErrorRemovedByHost;
                break;

            case NetworkSessionEndReason.Disconnected:
            default:
                sessionEndMessage = Resources.ErrorDisconnected;
                break;
            }

            notifyWhenPlayersJoinOrLeave = false;
        }
Example #9
0
        /// <summary>
        /// Event handler notifies us when the network session has ended.
        /// </summary>
        void SessionEndedEventHandler(object sender, NetworkSessionEndedEventArgs e)
        {
            errorMessage = e.EndReason.ToString();//TODO:need to pass this error to menu

            returnToMenu();
        }
Example #10
0
 void SessionEndedHandler(object sender, NetworkSessionEndedEventArgs e)
 {
     throw new NotImplementedException();
 }
 /// <summary>
 /// Handles a session ending event.  This should push the player
 /// back to the network screen.
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 void SessionEndedEventHandler(object sender, NetworkSessionEndedEventArgs e)
 {
     // TODO: Report the session ending
     game.GameState = GameState.NetworkSetup;
 }
 void _networkSession_SessionEnded(object sender, NetworkSessionEndedEventArgs e)
 {
     _networkSession.Dispose();
     _networkSession = null;
 }
Example #13
0
 void session_SessionEnded(object sender, NetworkSessionEndedEventArgs e)
 {
     sayMessage("The session has ended");
 }
Example #14
0
 /// <summary>
 /// Handle the case host machine is gone.
 /// </summary>
 void NetworkSession_SessionEnded(object sender, NetworkSessionEndedEventArgs e)
 {
     DisconnectedFromRemote();
     commandHost.EchoWarning("Disconnected from the Host.");
 }
Example #15
0
 void session_SessionEnded(object sender, NetworkSessionEndedEventArgs e)
 {
 }
Example #16
0
 void session_SessionEnded(object sender, NetworkSessionEndedEventArgs e)
 {
     message = "The session has ended";
 }