Exemplo n.º 1
0
        public static void OnJoinBattle(MyGuiScreenProgress progress, Result joinResult, LobbyEnterInfo enterInfo, MyMultiplayerBase multiplayer)
        {
            MyLog.Default.WriteLine(String.Format("Battle lobby join response: {0}, enter state: {1}", joinResult.ToString(), enterInfo.EnterState));

            if (joinResult == Result.OK && enterInfo.EnterState == LobbyEnterResponseEnum.Success && multiplayer.GetOwner() != MySteam.UserId)
            {
                // Create session with empty world
                Debug.Assert(MySession.Static == null);

                MySession.CreateWithEmptyWorld(multiplayer);
                MySession.Static.Settings.Battle = true;

                progress.CloseScreen();

                MyLog.Default.WriteLine("Battle lobby joined");

                if (MyPerGameSettings.GUI.BattleLobbyClientScreen != null)
                {
                    MyGuiSandbox.AddScreen(MyGuiSandbox.CreateScreen(MyPerGameSettings.GUI.BattleLobbyClientScreen));
                }
                else
                {
                    Debug.Fail("No battle lobby client screen");
                }
            }
            else
            {
                string status = "ServerHasLeft";
                if (joinResult != Result.OK)
                {
                    status = joinResult.ToString();
                }
                else if (enterInfo.EnterState != LobbyEnterResponseEnum.Success)
                {
                    status = enterInfo.EnterState.ToString();
                }

                OnJoinBattleFailed(progress, multiplayer, status);
            }
        }
Exemplo n.º 2
0
        public static void OnJoin(MyGuiScreenProgress progress, Result joinResult, LobbyEnterInfo enterInfo, MyMultiplayerBase multiplayer)
        {
            // HACK: To hide multiplayer from ME
            //if (!MySandboxGame.Services.SteamService.IsActive || MySandboxGame.Services.SteamService.AppId * 2 == 667900)
            //    return;

            MyLog.Default.WriteLine(String.Format("Lobby join response: {0}, enter state: {1}", joinResult.ToString(), enterInfo.EnterState));

            if (joinResult == Result.OK && enterInfo.EnterState == LobbyEnterResponseEnum.Success && multiplayer.GetOwner() != MySteam.UserId)
            {
                DownloadWorld(progress, multiplayer);
            }
            else
            {
                string status = "ServerHasLeft";
                if (joinResult != Result.OK)
                {
                    status = joinResult.ToString();
                }
                else if (enterInfo.EnterState != LobbyEnterResponseEnum.Success)
                {
                    status = enterInfo.EnterState.ToString();
                }

                OnJoinFailed(progress, multiplayer, status);
            }
        }
Exemplo n.º 3
0
        private static void DownloadWorld(MyGuiScreenProgress progress, MyMultiplayerBase multiplayer)
        {
            if (progress.Text != null)
            {
                progress.Text.Clear();
                progress.Text.Append(MyTexts.Get(MySpaceTexts.MultiplayerStateConnectingToServer));
            }

            MyLog.Default.WriteLine("World requested");

            const float worldRequestTimeout = 40; // in seconds
            Stopwatch   worldRequestTime    = Stopwatch.StartNew();

            ulong serverId  = multiplayer.GetOwner();
            bool  connected = false;

            progress.Tick += () =>
            {
                P2PSessionState state = default(P2PSessionState);
                Peer2Peer.GetSessionState(multiplayer.ServerId, ref state);

                if (!connected && state.ConnectionActive)
                {
                    MyLog.Default.WriteLine("World requested - connection alive");
                    connected = true;
                    if (progress.Text != null)
                    {
                        progress.Text.Clear();
                        progress.Text.Append(MyTexts.Get(MySpaceTexts.MultiplayerStateWaitingForServer));
                    }
                }

                //progress.Text.Clear();
                //progress.Text.AppendLine("Connecting: " + state.Connecting);
                //progress.Text.AppendLine("ConnectionActive: " + state.ConnectionActive);
                //progress.Text.AppendLine("Relayed: " + state.UsingRelay);
                //progress.Text.AppendLine("Bytes queued: " + state.BytesQueuedForSend);
                //progress.Text.AppendLine("Packets queued: " + state.PacketsQueuedForSend);
                //progress.Text.AppendLine("Last session error: " + state.LastSessionError);
                //progress.Text.AppendLine("Original server: " + serverId);
                //progress.Text.AppendLine("Current server: " + multiplayer.Lobby.GetOwner());
                //progress.Text.AppendLine("Game version: " + multiplayer.AppVersion);

                if (serverId != multiplayer.GetOwner())
                {
                    MyLog.Default.WriteLine("World requested - failed, server changed");
                    progress.Cancel();
                    MyGuiSandbox.Show(MySpaceTexts.MultiplayerErrorServerHasLeft);
                    multiplayer.Dispose();
                }

                if (worldRequestTime.IsRunning && worldRequestTime.Elapsed.TotalSeconds > worldRequestTimeout)
                {
                    MyLog.Default.WriteLine("World requested - failed, server changed");
                    progress.Cancel();
                    MyGuiSandbox.Show(MySpaceTexts.MultiplaterJoin_ServerIsNotResponding);
                    multiplayer.Dispose();
                }
            };

            var downloadResult = multiplayer.DownloadWorld();

            downloadResult.ProgressChanged += (result) =>
            {
                worldRequestTime.Stop();
                OnDownloadProgressChanged(progress, result, multiplayer);
            };

            progress.ProgressCancelled += () =>
            {
                downloadResult.Cancel();
                multiplayer.Dispose();
                //var joinScreen = MyScreenManager.GetScreenWithFocus() as MyGuiScreenJoinGame;
                //if (joinScreen != null)
                //  joinScreen.ReloadList();
            };
        }
Exemplo n.º 4
0
        public static void OnJoinBattle(MyGuiScreenProgress progress, Result joinResult, LobbyEnterInfo enterInfo, MyMultiplayerBase multiplayer)
        {
            MyLog.Default.WriteLine(String.Format("Battle lobby join response: {0}, enter state: {1}", joinResult.ToString(), enterInfo.EnterState));

            bool battleCanBeJoined = multiplayer != null && multiplayer.BattleCanBeJoined;
            if (joinResult == Result.OK && enterInfo.EnterState == LobbyEnterResponseEnum.Success && battleCanBeJoined && multiplayer.GetOwner() != Sync.MyId)
            {
                // Create session with empty world
                Debug.Assert(MySession.Static == null);

                MySession.CreateWithEmptyWorld(multiplayer);
                MySession.Static.Settings.Battle = true;

                progress.CloseScreen();

                MyLog.Default.WriteLine("Battle lobby joined");

                if (MyPerGameSettings.GUI.BattleLobbyClientScreen != null)
                    MyGuiSandbox.AddScreen(MyGuiSandbox.CreateScreen(MyPerGameSettings.GUI.BattleLobbyClientScreen));
                else
                    Debug.Fail("No battle lobby client screen");
            }
            else
            {
                bool statusFullMessage = true;
                string status = MyTexts.GetString(MyCommonTexts.MultiplayerErrorServerHasLeft);

                if (joinResult != Result.OK)
                {
                    status = joinResult.ToString();
                    statusFullMessage = false;
                }
                else if (enterInfo.EnterState != LobbyEnterResponseEnum.Success)
                {
                    status = enterInfo.EnterState.ToString();
                    statusFullMessage = false;
                }
                else if (!battleCanBeJoined)
                {
                    if (MyFakes.ENABLE_JOIN_STARTED_BATTLE)
                    {
                        status = status = MyTexts.GetString(MyCommonTexts.MultiplayerErrorSessionEnded);
                        statusFullMessage = true;
                    }
                    else
                    {
                        status = "GameStarted";
                        statusFullMessage = false;
                    }
                }

                MyLog.Default.WriteLine("Battle join failed: " + status);

                OnJoinBattleFailed(progress, multiplayer, status, statusFullMessage: statusFullMessage);
            }
        }
Exemplo n.º 5
0
        public static void OnJoinScenario(MyGuiScreenProgress progress, Result joinResult, LobbyEnterInfo enterInfo, MyMultiplayerBase multiplayer)
        {
            MyLog.Default.WriteLine(String.Format("Lobby join response: {0}, enter state: {1}", joinResult.ToString(), enterInfo.EnterState));
          
            if (joinResult == Result.OK && enterInfo.EnterState == LobbyEnterResponseEnum.Success && multiplayer.GetOwner() != Sync.MyId)
            {
                // Create session with empty world
                if (MySession.Static != null)
                {
                    MySession.Static.Unload();
                    MySession.Static = null;
                }

                MySession.CreateWithEmptyWorld(multiplayer);

                progress.CloseScreen();

                MyScreenManager.CloseAllScreensNowExcept(null);
                MyLog.Default.WriteLine("Scenario lobby joined");

                if (MyPerGameSettings.GUI.ScenarioLobbyClientScreen != null)
                    MyGuiSandbox.AddScreen(MyGuiSandbox.CreateScreen(MyPerGameSettings.GUI.ScenarioLobbyClientScreen));
                else
                    Debug.Fail("No scenario lobby client screen");
            }
            else
            {
                string status = "ServerHasLeft";
                if (joinResult != Result.OK)
                {
                    status = joinResult.ToString();
                }
                else if (enterInfo.EnterState != LobbyEnterResponseEnum.Success)
                {
                    status = enterInfo.EnterState.ToString();
                }

                OnJoinBattleFailed(progress, multiplayer, status);
            }
        }
Exemplo n.º 6
0
        private static void DownloadWorld(MyGuiScreenProgress progress, MyMultiplayerBase multiplayer)
        {
            if (progress.Text != null)
            {
                progress.Text.Clear();
                progress.Text.Append(MyTexts.Get(MyCommonTexts.MultiplayerStateConnectingToServer));
            }

            MyLog.Default.WriteLine("World requested");

            const float worldRequestTimeout = 40; // in seconds
            Stopwatch worldRequestTime = Stopwatch.StartNew();

            ulong serverId = multiplayer.GetOwner();
            bool connected = false;
            progress.Tick += () =>
            {
                P2PSessionState state = default(P2PSessionState);
                Peer2Peer.GetSessionState(multiplayer.ServerId, ref state);

                if (!connected && state.ConnectionActive)
                {
                    MyLog.Default.WriteLine("World requested - connection alive");
                    connected = true;
                    if (progress.Text != null)
                    {
                        progress.Text.Clear();
                        progress.Text.Append(MyTexts.Get(MyCommonTexts.MultiplayerStateWaitingForServer));
                    }
                }

                //progress.Text.Clear();
                //progress.Text.AppendLine("Connecting: " + state.Connecting);
                //progress.Text.AppendLine("ConnectionActive: " + state.ConnectionActive);
                //progress.Text.AppendLine("Relayed: " + state.UsingRelay);
                //progress.Text.AppendLine("Bytes queued: " + state.BytesQueuedForSend);
                //progress.Text.AppendLine("Packets queued: " + state.PacketsQueuedForSend);
                //progress.Text.AppendLine("Last session error: " + state.LastSessionError);
                //progress.Text.AppendLine("Original server: " + serverId);
                //progress.Text.AppendLine("Current server: " + multiplayer.Lobby.GetOwner());
                //progress.Text.AppendLine("Game version: " + multiplayer.AppVersion);

                if (serverId != multiplayer.GetOwner())
                {
                    MyLog.Default.WriteLine("World requested - failed, server changed");
                    progress.Cancel();
                    MyGuiSandbox.Show(MyCommonTexts.MultiplayerErrorServerHasLeft);
                    multiplayer.Dispose();
                }

                if (worldRequestTime.IsRunning && worldRequestTime.Elapsed.TotalSeconds > worldRequestTimeout)
                {
                    MyLog.Default.WriteLine("World requested - failed, server changed");
                    progress.Cancel();
                    MyGuiSandbox.Show(MyCommonTexts.MultiplaterJoin_ServerIsNotResponding);
                    multiplayer.Dispose();
                }
            };

            var downloadResult = multiplayer.DownloadWorld();
            downloadResult.ProgressChanged += (result) =>
            {
                worldRequestTime.Stop();
                OnDownloadProgressChanged(progress, result, multiplayer);
            };

            progress.ProgressCancelled += () =>
            {
                downloadResult.Cancel();
                multiplayer.Dispose();
                //var joinScreen = MyScreenManager.GetScreenWithFocus() as MyGuiScreenJoinGame;
                //if (joinScreen != null)
                //  joinScreen.ReloadList();
            };
        }
Exemplo n.º 7
0
        public static void OnJoin(MyGuiScreenProgress progress, Result joinResult, LobbyEnterInfo enterInfo, MyMultiplayerBase multiplayer)
        {
            // HACK: To hide multiplayer from ME
            //if (!MySandboxGame.Services.SteamService.IsActive || MySandboxGame.Services.SteamService.AppId * 2 == 667900)
            //    return;

            MyLog.Default.WriteLine(String.Format("Lobby join response: {0}, enter state: {1}", joinResult.ToString(), enterInfo.EnterState));

            if (joinResult == Result.OK && enterInfo.EnterState == LobbyEnterResponseEnum.Success && multiplayer.GetOwner() != Sync.MyId)
            {
                DownloadWorld(progress, multiplayer);
            }
            else
            {
                string status = "ServerHasLeft";
                if (joinResult != Result.OK)
                {
                    status = joinResult.ToString();
                }
                else if (enterInfo.EnterState != LobbyEnterResponseEnum.Success)
                {
                    status = enterInfo.EnterState.ToString();
                }

                OnJoinFailed(progress, multiplayer, status);
            }
        }
Exemplo n.º 8
0
        public static void OnJoinScenario(MyGuiScreenProgress progress, Result joinResult, LobbyEnterInfo enterInfo, MyMultiplayerBase multiplayer)
        {
            MyLog.Default.WriteLine(String.Format("Lobby join response: {0}, enter state: {1}", joinResult.ToString(), enterInfo.EnterState));

            if (joinResult == Result.OK && enterInfo.EnterState == LobbyEnterResponseEnum.Success && multiplayer.GetOwner() != Sync.MyId)
            {
                // Create session with empty world
                if (MySession.Static != null)
                {
                    MySession.Static.Unload();
                    MySession.Static = null;
                }

                MySession.CreateWithEmptyWorld(multiplayer);

                progress.CloseScreen();

                MyScreenManager.CloseAllScreensNowExcept(null);
                MyLog.Default.WriteLine("Scenario lobby joined");

                if (MyPerGameSettings.GUI.ScenarioLobbyClientScreen != null)
                {
                    MyGuiSandbox.AddScreen(MyGuiSandbox.CreateScreen(MyPerGameSettings.GUI.ScenarioLobbyClientScreen));
                }
                else
                {
                    Debug.Fail("No scenario lobby client screen");
                }
            }
            else
            {
                string status = "ServerHasLeft";
                if (joinResult != Result.OK)
                {
                    status = joinResult.ToString();
                }
                else if (enterInfo.EnterState != LobbyEnterResponseEnum.Success)
                {
                    status = enterInfo.EnterState.ToString();
                }

                OnJoinBattleFailed(progress, multiplayer, status);
            }
        }
Exemplo n.º 9
0
        public static void OnJoinBattle(MyGuiScreenProgress progress, Result joinResult, LobbyEnterInfo enterInfo, MyMultiplayerBase multiplayer)
        {
            MyLog.Default.WriteLine(String.Format("Battle lobby join response: {0}, enter state: {1}", joinResult.ToString(), enterInfo.EnterState));

            bool battleCanBeJoined = multiplayer != null && multiplayer.BattleCanBeJoined;

            if (joinResult == Result.OK && enterInfo.EnterState == LobbyEnterResponseEnum.Success && battleCanBeJoined && multiplayer.GetOwner() != Sync.MyId)
            {
                // Create session with empty world
                Debug.Assert(MySession.Static == null);

                MySession.CreateWithEmptyWorld(multiplayer);
                MySession.Static.Settings.Battle = true;

                progress.CloseScreen();

                MyLog.Default.WriteLine("Battle lobby joined");

                if (MyPerGameSettings.GUI.BattleLobbyClientScreen != null)
                {
                    MyGuiSandbox.AddScreen(MyGuiSandbox.CreateScreen(MyPerGameSettings.GUI.BattleLobbyClientScreen));
                }
                else
                {
                    Debug.Fail("No battle lobby client screen");
                }
            }
            else
            {
                bool   statusFullMessage = true;
                string status            = MyTexts.GetString(MyCommonTexts.MultiplayerErrorServerHasLeft);

                if (joinResult != Result.OK)
                {
                    status            = joinResult.ToString();
                    statusFullMessage = false;
                }
                else if (enterInfo.EnterState != LobbyEnterResponseEnum.Success)
                {
                    status            = enterInfo.EnterState.ToString();
                    statusFullMessage = false;
                }
                else if (!battleCanBeJoined)
                {
                    if (MyFakes.ENABLE_JOIN_STARTED_BATTLE)
                    {
                        status            = status = MyTexts.GetString(MyCommonTexts.MultiplayerErrorSessionEnded);
                        statusFullMessage = true;
                    }
                    else
                    {
                        status            = "GameStarted";
                        statusFullMessage = false;
                    }
                }

                MyLog.Default.WriteLine("Battle join failed: " + status);

                OnJoinBattleFailed(progress, multiplayer, status, statusFullMessage: statusFullMessage);
            }
        }
Exemplo n.º 10
0
        public static void OnJoinBattle(MyGuiScreenProgress progress, Result joinResult, LobbyEnterInfo enterInfo, MyMultiplayerBase multiplayer)
        {
            MyLog.Default.WriteLine(String.Format("Battle lobby join response: {0}, enter state: {1}", joinResult.ToString(), enterInfo.EnterState));

            bool battleCanBeJoined = multiplayer != null && multiplayer.BattleCanBeJoined;
            if (joinResult == Result.OK && enterInfo.EnterState == LobbyEnterResponseEnum.Success && battleCanBeJoined && multiplayer.GetOwner() != MySteam.UserId)
            {
                // Create session with empty world
                Debug.Assert(MySession.Static == null);

                MySession.CreateWithEmptyWorld(multiplayer);
                MySession.Static.Settings.Battle = true;

                progress.CloseScreen();

                MyLog.Default.WriteLine("Battle lobby joined");

                if (MyPerGameSettings.GUI.BattleLobbyClientScreen != null)
                    MyGuiSandbox.AddScreen(MyGuiSandbox.CreateScreen(MyPerGameSettings.GUI.BattleLobbyClientScreen));
                else
                    Debug.Fail("No battle lobby client screen");
            }
            else
            {
                string status = "ServerHasLeft";
                if (joinResult != Result.OK)
                {
                    status = joinResult.ToString();
                }
                else if (enterInfo.EnterState != LobbyEnterResponseEnum.Success)
                {
                    status = enterInfo.EnterState.ToString();
                }
                else if (!battleCanBeJoined)
                {
                    status = "Started battle cannot be joined";
                }

                OnJoinBattleFailed(progress, multiplayer, status);
            }
        }