/// <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 find network sessions /// operation has completed. /// </summary> void FindSessionsOperationCompleted(object sender, OperationCompletedEventArgs e) { try { // End the asynchronous find network sessions operation. AvailableNetworkSessionCollection availableSessions = Microsoft.Xna.Framework.Net.NetworkSession.EndFind(e.AsyncResult); if (availableSessions.Count == 0) { // If we didn't find any sessions, display an error. availableSessions.Dispose(); ScreenManager.AddScreen( new MessageBoxScreen(Resources.NoSessionsFound, false)); } else { // If we did find some sessions, proceed to the JoinSessionScreen. ScreenManager.AddScreen(new JoinSessionScreen(availableSessions)); } } catch (NetworkException exception) { ScreenManager.AddScreen(new NetworkErrorScreen(exception)); } catch (GamerPrivilegeException exception) { ScreenManager.AddScreen(new NetworkErrorScreen(exception)); } }
/// <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 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. ScreenManager.AddScreen(new LobbyScreen(networkSession)); availableSessions.Dispose(); } catch (NetworkException exception) { ScreenManager.AddScreen(new NetworkErrorScreen(exception)); } catch (GamerPrivilegeException exception) { ScreenManager.AddScreen(new NetworkErrorScreen(exception)); } }