Esempio n. 1
0
        public static void OnJoin(MyGuiScreenProgress progress, Result joinResult, LobbyEnterInfo enterInfo, MyMultiplayerBase multiplayer)
        {
            // HACK: To hide multiplayer from ME
            //if (!MySandboxGame.Services.SteamService.IsActive || MySandboxGame.Services.SteamService.AppId * 2 == 667900)
            //    return;

            MyLog.Default.WriteLine(String.Format("Lobby join response: {0}, enter state: {1}", joinResult.ToString(), enterInfo.EnterState));

            if (joinResult == Result.OK && enterInfo.EnterState == LobbyEnterResponseEnum.Success && multiplayer.GetOwner() != MySteam.UserId)
            {
                DownloadWorld(progress, multiplayer);
            }
            else
            {
                string status = "ServerHasLeft";
                if (joinResult != Result.OK)
                {
                    status = joinResult.ToString();
                }
                else if (enterInfo.EnterState != LobbyEnterResponseEnum.Success)
                {
                    status = enterInfo.EnterState.ToString();
                }

                OnJoinFailed(progress, multiplayer, status);
            }
        }
        public void RaiseJoined(Result result, LobbyEnterInfo info, MyMultiplayerBase multiplayer)
        {
            Debug.Assert(!Cancelled, "Cancelled action should not raise events");
            var handler = JoinDone;

            if (handler != null)
            {
                handler(result, info, multiplayer);
            }
        }
Esempio n. 3
0
        public static void OnJoinBattle(MyGuiScreenProgress progress, Result joinResult, LobbyEnterInfo enterInfo, MyMultiplayerBase multiplayer)
        {
            MyLog.Default.WriteLine(String.Format("Battle lobby join response: {0}, enter state: {1}", joinResult.ToString(), enterInfo.EnterState));

            if (joinResult == Result.OK && enterInfo.EnterState == LobbyEnterResponseEnum.Success && multiplayer.GetOwner() != MySteam.UserId)
            {
                // Create session with empty world
                Debug.Assert(MySession.Static == null);

                MySession.CreateWithEmptyWorld(multiplayer);
                MySession.Static.Settings.Battle = true;

                progress.CloseScreen();

                MyLog.Default.WriteLine("Battle lobby joined");

                if (MyPerGameSettings.GUI.BattleLobbyClientScreen != null)
                {
                    MyGuiSandbox.AddScreen(MyGuiSandbox.CreateScreen(MyPerGameSettings.GUI.BattleLobbyClientScreen));
                }
                else
                {
                    Debug.Fail("No battle lobby client screen");
                }
            }
            else
            {
                string status = "ServerHasLeft";
                if (joinResult != Result.OK)
                {
                    status = joinResult.ToString();
                }
                else if (enterInfo.EnterState != LobbyEnterResponseEnum.Success)
                {
                    status = enterInfo.EnterState.ToString();
                }

                OnJoinBattleFailed(progress, multiplayer, status);
            }
        }
Esempio n. 4
0
        public static void OnJoinScenario(MyGuiScreenProgress progress, Result joinResult, LobbyEnterInfo enterInfo, MyMultiplayerBase multiplayer)
        {
            MyLog.Default.WriteLine(String.Format("Lobby join response: {0}, enter state: {1}", joinResult.ToString(), enterInfo.EnterState));

            if (joinResult == Result.OK && enterInfo.EnterState == LobbyEnterResponseEnum.Success && multiplayer.GetOwner() != Sync.MyId)
            {
                // Create session with empty world
                if (MySession.Static != null)
                {
                    MySession.Static.Unload();
                    MySession.Static = null;
                }

                MySession.CreateWithEmptyWorld(multiplayer);

                progress.CloseScreen();

                MyScreenManager.CloseAllScreensNowExcept(null);
                MyLog.Default.WriteLine("Scenario lobby joined");

                if (MyPerGameSettings.GUI.ScenarioLobbyClientScreen != null)
                {
                    MyGuiSandbox.AddScreen(MyGuiSandbox.CreateScreen(MyPerGameSettings.GUI.ScenarioLobbyClientScreen));
                }
                else
                {
                    Debug.Fail("No scenario lobby client screen");
                }
            }
            else
            {
                string status = "ServerHasLeft";
                if (joinResult != Result.OK)
                {
                    status = joinResult.ToString();
                }
                else if (enterInfo.EnterState != LobbyEnterResponseEnum.Success)
                {
                    status = enterInfo.EnterState.ToString();
                }

                OnJoinBattleFailed(progress, multiplayer, status);
            }
        }
Esempio n. 5
0
        public static void OnJoinBattle(MyGuiScreenProgress progress, Result joinResult, LobbyEnterInfo enterInfo, MyMultiplayerBase multiplayer)
        {
            MyLog.Default.WriteLine(String.Format("Battle lobby join response: {0}, enter state: {1}", joinResult.ToString(), enterInfo.EnterState));

            bool battleCanBeJoined = multiplayer != null && multiplayer.BattleCanBeJoined;

            if (joinResult == Result.OK && enterInfo.EnterState == LobbyEnterResponseEnum.Success && battleCanBeJoined && multiplayer.GetOwner() != Sync.MyId)
            {
                // Create session with empty world
                Debug.Assert(MySession.Static == null);

                MySession.CreateWithEmptyWorld(multiplayer);
                MySession.Static.Settings.Battle = true;

                progress.CloseScreen();

                MyLog.Default.WriteLine("Battle lobby joined");

                if (MyPerGameSettings.GUI.BattleLobbyClientScreen != null)
                {
                    MyGuiSandbox.AddScreen(MyGuiSandbox.CreateScreen(MyPerGameSettings.GUI.BattleLobbyClientScreen));
                }
                else
                {
                    Debug.Fail("No battle lobby client screen");
                }
            }
            else
            {
                bool   statusFullMessage = true;
                string status            = MyTexts.GetString(MyCommonTexts.MultiplayerErrorServerHasLeft);

                if (joinResult != Result.OK)
                {
                    status            = joinResult.ToString();
                    statusFullMessage = false;
                }
                else if (enterInfo.EnterState != LobbyEnterResponseEnum.Success)
                {
                    status            = enterInfo.EnterState.ToString();
                    statusFullMessage = false;
                }
                else if (!battleCanBeJoined)
                {
                    if (MyFakes.ENABLE_JOIN_STARTED_BATTLE)
                    {
                        status            = status = MyTexts.GetString(MyCommonTexts.MultiplayerErrorSessionEnded);
                        statusFullMessage = true;
                    }
                    else
                    {
                        status            = "GameStarted";
                        statusFullMessage = false;
                    }
                }

                MyLog.Default.WriteLine("Battle join failed: " + status);

                OnJoinBattleFailed(progress, multiplayer, status, statusFullMessage: statusFullMessage);
            }
        }