Esempio n. 1
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        void HandleGamerPropertyChanged(object sender, System.ComponentModel.PropertyChangedEventArgs e)
        {
            NetworkGamer gamer = sender as NetworkGamer;

            if (gamer == null)
            {
                return;
            }

            // If the gamer is local then we need to broadcast that change to all other
            // connected peers.  This is a double check here as we should only be handling
            //  property changes for local gamers for now.
            if (gamer.IsLocal)
            {
                CommandGamerStateChange sc  = new CommandGamerStateChange(gamer);
                CommandEvent            cmd = new CommandEvent(sc);
                commandQueue.Enqueue(cmd);
            }
        }
Esempio n. 2
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 private void ProcessGamerStateChange(CommandGamerStateChange command)
 {
     networkPeer.SendGamerStateChange(command.Gamer);
 }
Esempio n. 3
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 private void ProcessGamerStateChange(CommandGamerStateChange command)
 {
 }
Esempio n. 4
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        private void ProcessGamerStateChange(CommandGamerStateChange command)
        {
#if !PORTABLE
            networkPeer.SendGamerStateChange(command.Gamer);
#endif
        }
Esempio n. 5
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		void HandleGamerPropertyChanged (object sender, System.ComponentModel.PropertyChangedEventArgs e)
		{
			NetworkGamer gamer = sender as NetworkGamer;
			if (gamer == null)
				return;
			
			// If the gamer is local then we need to broadcast that change to all other
			// connected peers.  This is a double check here as we should only be handling 
			//  property changes for local gamers for now.
			if (gamer.IsLocal) {
				CommandGamerStateChange sc = new CommandGamerStateChange(gamer);
				CommandEvent cmd = new CommandEvent(sc);
				commandQueue.Enqueue(cmd);
			}
		}
Esempio n. 6
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		private void ProcessGamerStateChange(CommandGamerStateChange command) 
		{
			
			networkPeer.SendGamerStateChange(command.Gamer);	
		}