Exemplo n.º 1
0
 private void OnConnectComplete(object sender, ConnectCompleteEventArgs e)
 {
     // Check to see if we connected properly
     if (e.Message.ResultCode == ResultCode.Success)
     {
         connected = true;
     }
     else
     {
         connected = false;
     }
 }
Exemplo n.º 2
0
    /// <summary>
    /// Fired when a connect complete message is received from DirectPlay.  Fire
    /// our event to notify the sample we've connected
    /// </summary>
    private void ConnectResult(object sender, ConnectCompleteEventArgs e)
    {
        if (e.Message.ResultCode == 0)
        {
            isConnected = true;
        }
        else
        {
            isConnected = false;
        }

        resultCode = e.Message.ResultCode;
        // Notify the timer that we've connected.
        connectEvent.Set();
    }
Exemplo n.º 3
0
        private void ConnectComplete(object sender, ConnectCompleteEventArgs e)
        {
            // Did we really connect?
            if (e.Message.ResultCode != 0)
            {
                MessageBox.Show("The server does not exist, or is unavailable.", "Unavailable", MessageBoxButtons.OK, MessageBoxIcon.Information);
            }
            else
            {
                gConnected = true;
            }

            // Set off the connect event
            hConnect.Set();
        }
    /// <summary>
    /// Fired when a connect complete message is received from DirectPlay.  Fire
    /// our event to notify the sample we've connected
    /// </summary>
    private void ConnectResult(object sender, ConnectCompleteEventArgs e)
    {
        if (e.Message.ResultCode == 0)
        {
            isConnected = true;
        }
        else
            isConnected = false;

        resultCode = e.Message.ResultCode;
        // Notify the timer that we've connected.
        connectEvent.Set();
    }
Exemplo n.º 5
0
        private void onConnectComplete(object sender, ConnectCompleteEventArgs e)
        {
            timeoutTimer.Dispose();
            if (status == NetworkStatus.Connecting)
            {
                if (e.Message.ResultCode == Microsoft.DirectX.DirectPlay.ResultCode.Success)
                {
                    playerId = e.Message.LocalPlayerId;
                    status   = NetworkStatus.Connected;

                    if (voiceSetupOk)
                    {
                        // start voice client
                        voiceClient = new Microsoft.DirectX.DirectPlay.Voice.Client(client,
                                                                                    new int[] { // message mask
                            0x0006,                                                             // RecordStarted
                            0x0007,                                                             // RecordStopped
                            0x0008,                                                             // ConnectResult
                            0x000A                                                              // InputLevel
                        });

                        // Add event handlers
                        voiceClient.ConnectResult += new ConnectResultEventHandler(onVoiceConnectResult);
                        voiceClient.PlayerStarted += new PlayerStartedEventHandler(onPlayerStarted);                            // never raised, but necessary to allow for the calling of onRecordStarted
                        voiceClient.PlayerStopped += new PlayerStoppedEventHandler(onPlayerStopped);                            // never raised, but necessary to allow for the calling of onRecordStopped
                        voiceClient.RecordStarted += new RecordStartedEventHandler(onRecordStarted);
                        voiceClient.RecordStopped += new RecordStoppedEventHandler(onRecordStopped);
                        voiceClient.InputLevel    += new InputLevelEventHandler(onInputLevel);

                        SoundDeviceConfig soundConfig = new SoundDeviceConfig();
                        soundConfig.Flags = (audioManager.AudioProperties.DisableAutoconfiguration ? 0 : SoundConfigFlags.AutoSelect);                         /*SoundConfigFlags.HalfDuplex*/
                        if (audioManager.DirectSoundDevice != null)
                        {
                            soundConfig.PlaybackDevice = audioManager.DirectSoundDevice;
                        }
                        soundConfig.GuidPlaybackDevice = DSoundHelper.DefaultPlaybackDevice;
                        soundConfig.GuidCaptureDevice  = DSoundHelper.DefaultCaptureDevice;
                        soundConfig.Window             = voiceFocusWindow;
                        soundConfig.MainBufferPriority = 0;

                        updateClientConfig();

                        voiceStatus = VoiceStatus.Connecting;

                        // Connect to the voice session
                        try {
                            voiceClient.Connect(soundConfig, clientConfig, 0 /*VoiceFlags.Sync*/);
                        } catch (TransportNoPlayerException) {
                        } catch (Exception exception) {
                            voiceStatus = VoiceStatus.Disconnected;
                            VoiceFailureCause cause =
                                (exception is CompressionNotSupportedException ? VoiceFailureCause.CompressionNotSupported :
                                 (exception is IncompatibleVersionException ? VoiceFailureCause.IncompatibleVersion :
                                  (exception is NoVoiceSessionException ? VoiceFailureCause.NoVoiceSession :
                                   (exception is RunSetupException ? VoiceFailureCause.RunSetup :
                                    (exception is SoundInitializeFailureException ? VoiceFailureCause.SoundInitFailure :
                                     (exception is Microsoft.DirectX.DirectPlay.Voice.TimedOutException ? VoiceFailureCause.TimeOut :
                                      VoiceFailureCause.Other))))));
                            NetworkMessage errorMessage = new NetworkMessage(0, (byte)ReservedMessageType.VoiceConnectionFailed, new byte[1] {
                                (byte)cause
                            });
                            lock (networkMessages) {
                                networkMessages.Enqueue(errorMessage);
                            }
                            return;
                        }
                    }
                    else
                    {
                        NetworkMessage errorMessage = new NetworkMessage(0, (byte)ReservedMessageType.VoiceConnectionFailed, new byte[1] {
                            (byte)VoiceFailureCause.RunSetup
                        });
                        lock (networkMessages) {
                            networkMessages.Enqueue(errorMessage);
                        }
                    }

                    // add the new message to the message list
                    NetworkMessage message = new NetworkMessage(0, (byte)ReservedMessageType.ConnectionEstablished, null);
                    lock (networkMessages) {
                        networkMessages.Enqueue(message);
                    }
                }
                else
                {
                    status = NetworkStatus.Disconnected;

                    ConnectionFailureCause cause;
                    switch (e.Message.ResultCode)
                    {
                    case Microsoft.DirectX.DirectPlay.ResultCode.HostRejectedConnection: cause = ConnectionFailureCause.HostRejectedConnection; break;

                    case Microsoft.DirectX.DirectPlay.ResultCode.NoConnection: cause = ConnectionFailureCause.NoConnection; break;

                    case Microsoft.DirectX.DirectPlay.ResultCode.NotHost: cause = ConnectionFailureCause.NotHost; break;

                    case Microsoft.DirectX.DirectPlay.ResultCode.SessionFull: cause = ConnectionFailureCause.SessionFull; break;

                    default: cause = ConnectionFailureCause.Other; break;
                    }

                    NetworkMessage message = new NetworkMessage(0, (byte)ReservedMessageType.ConnectionFailed, new byte[1] {
                        (byte)cause
                    });
                    lock (networkMessages) {
                        networkMessages.Enqueue(message);
                    }
                }
            }
        }