/// <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 = NetworkSession.EndCreate(e.AsyncResult); // Create a component that will manage the session we just created. 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 (Exception exception) { NetworkErrorScreen errorScreen = new NetworkErrorScreen(exception); ScreenManager.AddScreen(errorScreen, ControllingPlayer); } }
/// <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); } }
/// <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); } }
/// <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); } }
/// <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); }