private void ProcessSessionStateChange(CommandSessionStateChange command) { if (sessionState == command.NewState) { return; } sessionState = command.NewState; switch (command.NewState) { case NetworkSessionState.Ended: ResetReady(); // Have to find an example of how this is used so that I can figure out how to pass // the EndReason EventHelpers.Raise(this, SessionEnded, new NetworkSessionEndedEventArgs(NetworkSessionEndReason.HostEndedSession)); break; case NetworkSessionState.Playing: EventHelpers.Raise(this, GameStarted, new GameStartedEventArgs()); break; } // if changing from playing to lobby if (command.NewState == NetworkSessionState.Lobby && command.OldState == NetworkSessionState.Playing) { ResetReady(); EventHelpers.Raise(this, GameEnded, new GameEndedEventArgs()); } }
private void ProcessSessionStateChange(CommandSessionStateChange command) { if (this.sessionState == command.NewState) return; this.sessionState = command.NewState; switch (command.NewState) { case NetworkSessionState.Playing: if (this.GameStarted != null) { this.GameStarted((object) this, new GameStartedEventArgs()); break; } else break; case NetworkSessionState.Ended: this.ResetReady(); if (this.SessionEnded != null) { this.SessionEnded((object) this, new NetworkSessionEndedEventArgs(NetworkSessionEndReason.HostEndedSession)); break; } else break; } if (command.NewState != NetworkSessionState.Lobby || command.OldState != NetworkSessionState.Playing) return; this.ResetReady(); if (this.GameEnded == null) return; this.GameEnded((object) this, new GameEndedEventArgs()); }
public void EndGame() { try { CommandSessionStateChange ssc = new CommandSessionStateChange(NetworkSessionState.Lobby, sessionState); commandQueue.Enqueue(new CommandEvent(ssc)); } finally { } }
public void StartGame() { try { CommandSessionStateChange ssc = new CommandSessionStateChange(NetworkSessionState.Playing, sessionState); commandQueue.Enqueue(new CommandEvent(ssc)); //sessionState = NetworkSessionState.Playing; } finally { } }
private void ProcessSessionStateChange(CommandSessionStateChange command) { if (sessionState == command.NewState) return; sessionState = command.NewState; switch (command.NewState) { case NetworkSessionState.Ended: ResetReady(); if (SessionEnded != null) { // Have to find an example of how this is used so that I can figure out how to pass // the EndReason SessionEnded(this, new NetworkSessionEndedEventArgs(NetworkSessionEndReason.HostEndedSession)); } break; case NetworkSessionState.Playing: if (GameStarted != null) { GameStarted(this, new GameStartedEventArgs()); } break; } // if changing from playing to lobby if (command.NewState == NetworkSessionState.Lobby && command.OldState == NetworkSessionState.Playing) { ResetReady(); if (GameEnded != null) { GameEnded(this, new GameEndedEventArgs()); } } }
public void StartGame () { try { CommandSessionStateChange ssc = new CommandSessionStateChange(NetworkSessionState.Playing, sessionState); commandQueue.Enqueue(new CommandEvent(ssc)); //sessionState = NetworkSessionState.Playing; } finally { } }
public void EndGame () { try { CommandSessionStateChange ssc = new CommandSessionStateChange(NetworkSessionState.Lobby, sessionState); commandQueue.Enqueue(new CommandEvent(ssc)); } finally { } }