/// <summary>
        /// Event handler for when the asynchronous find network sessions
        /// operation has completed.
        /// </summary>
        void FindSessionsOperationCompleted(object sender,
                                            OperationCompletedEventArgs e)
        {
            GameScreen nextScreen;

            try
            {
                // End the asynchronous find network sessions operation.
                AvailableNetworkSessionCollection availableSessions =
                    NetworkSession.EndFind(e.AsyncResult);

                if (availableSessions.Count == 0)
                {
                    // If we didn't find any sessions, display an error.
                    availableSessions.Dispose();

                    nextScreen = new MessageBoxScreen(Resources.NoSessionsFound, false);
                }
                else
                {
                    // If we did find some sessions, proceed to the JoinSessionScreen.
                    nextScreen = new JoinSessionScreen(availableSessions);
                }
            }
            catch (Exception exception)
            {
                nextScreen = new NetworkErrorScreen(exception);
            }

            ScreenManager.AddScreen(nextScreen, ControllingPlayer);
        }
        /// <summary>
        /// Event handler for when the asynchronous create network session
        /// operation has completed.
        /// </summary>
        void CreateSessionOperationCompleted(object sender,
                                             OperationCompletedEventArgs e)
        {
            try
            {
                // End the asynchronous create network session operation.
                NetworkSession networkSession;
                try
                {
                    networkSession = NetworkSession.EndCreate(e.AsyncResult);
                    NetworkSessionComponent.Create(ScreenManager, networkSession);
                    // Go to the lobby screen. We pass null as the controlling player,
                    // because the lobby screen accepts input from all local players
                    // who are in the session, not just a single controlling player.
                    ScreenManager.AddScreen(new LobbyScreen(networkSession), null);
                }
                catch
                {
                    try
                    {
                        Game game = this.ScreenManager.Game;
                        game.Services.RemoveService(typeof(NetworkSession));
                        //game.Services.AddService(typeof(NetworkSession), networkSession);
                        LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen(),
                                           new MainMenuScreen());
                    }
                    catch { }
                }

                // Create a component that will manage the session we just created.
            }
            catch (Exception exception)
            {
                NetworkErrorScreen errorScreen = new NetworkErrorScreen(exception);

                ScreenManager.AddScreen(errorScreen, ControllingPlayer);
            }
        }
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        /// <summary>
        /// Event handler for when the asynchronous join-from-invite
        /// operation has completed.
        /// </summary>
        static void JoinInvitedOperationCompleted(object sender,
                                                  OperationCompletedEventArgs e)
        {
            ScreenManager screenManager = ((GameScreen)sender).ScreenManager;

            try
            {
                // End the asynchronous join-from-invite operation.
                NetworkSession networkSession =
                    NetworkSession.EndJoinInvited(e.AsyncResult);

                // Create a component that will manage the session we just created.
                NetworkSessionComponent.Create(screenManager, networkSession);

                // Go to the lobby screen.
                screenManager.AddScreen(new LobbyScreen(networkSession), null);
            }
            catch (Exception exception)
            {
                screenManager.AddScreen(new MainMenuScreen(), null);
                screenManager.AddScreen(new NetworkErrorScreen(exception), null);
            }
        }
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        /// <summary>
        /// Event handler for when the asynchronous join network session
        /// operation has completed.
        /// </summary>
        void JoinSessionOperationCompleted(object sender, OperationCompletedEventArgs e)
        {
            try
            {
                // End the asynchronous join network session operation.
                NetworkSession networkSession = NetworkSession.EndJoin(e.AsyncResult);

                // Create a component that will manage the session we just joined.
                NetworkSessionComponent.Create(ScreenManager, networkSession);

                // Go to the lobby screen. We pass null as the controlling player,
                // because the lobby screen accepts input from all local players
                // who are in the session, not just a single controlling player.
                ScreenManager.AddScreen(new LobbyScreen(networkSession), null);

                availableSessions.Dispose();
            }
            catch (Exception exception)
            {
                NetworkErrorScreen errorScreen = new NetworkErrorScreen(exception);

                ScreenManager.AddScreen(errorScreen, ControllingPlayer);
            }
        }