void HandleGamerPropertyChanged(object sender, System.ComponentModel.PropertyChangedEventArgs e) { NetworkGamer gamer = sender as NetworkGamer; if (gamer == null) { return; } // If the gamer is local then we need to broadcast that change to all other // connected peers. This is a double check here as we should only be handling // property changes for local gamers for now. if (gamer.IsLocal) { CommandGamerStateChange sc = new CommandGamerStateChange(gamer); CommandEvent cmd = new CommandEvent(sc); commandQueue.Enqueue(cmd); } }
private void ProcessGamerStateChange(CommandGamerStateChange command) { networkPeer.SendGamerStateChange(command.Gamer); }
private void ProcessGamerStateChange(CommandGamerStateChange command) { }
private void ProcessGamerStateChange(CommandGamerStateChange command) { #if !PORTABLE networkPeer.SendGamerStateChange(command.Gamer); #endif }
void HandleGamerPropertyChanged (object sender, System.ComponentModel.PropertyChangedEventArgs e) { NetworkGamer gamer = sender as NetworkGamer; if (gamer == null) return; // If the gamer is local then we need to broadcast that change to all other // connected peers. This is a double check here as we should only be handling // property changes for local gamers for now. if (gamer.IsLocal) { CommandGamerStateChange sc = new CommandGamerStateChange(gamer); CommandEvent cmd = new CommandEvent(sc); commandQueue.Enqueue(cmd); } }