} // end of MainMenu c'tor private void ActivateMainMenu() { // Backing out to main menu kills the session we're in. // If we're the host, everyone is disconnected. LiveManager.CloseSession(); // Cancel pending profile updates, joinable session finds, etc. LiveManager.ClearQueuedOperations(this); // Activate main menu. Deactivate(); BokuGame.bokuGame.mainMenu.Activate(); }
public override void Activate() { if (state != States.Active) { LiveManager.CloseSession(); // Do stack handling here. If we do it in the update object we have no // clue which order things get pushed and popped and madness ensues. CommandStack.Push(commandMap); pendingState = States.Active; BokuGame.objectListDirty = true; DeactivateMessages(); } }
private void StartJumpingIn(string gamerTag, object param) { // Turn off background updates to friend profiles. LiveManager.FriendUpdatesEnabled = false; // Turn off background updates to friend joinable states. LiveManager.JoinableUpdatesEnabled = false; // TODO: Warn of potentially "destructive" action. Player may have invited people to join their session. // This action closes the local session, invalidating the invites. LiveManager.CloseSession(); // Cancel pending friend profile and joinable state queries. LiveManager.ClearQueuedOperations(null); // Show the "initializing sharing room" notification dialog. openingSharingRoomMessage.Activate(); // Start finding our friend's network session. SessionFinder finderOp = new SessionFinder(gamerTag, FindSessionComplete_Join, param, this); finderOp.Queue(); }