/// <summary> /// Updates the lobby screen. /// </summary> public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (!IsExiting) { if (networkSession.SessionState == NetworkSessionState.Playing) { // Check if we should leave the lobby and begin gameplay. LoadingScreen.Load(ScreenManager, true, new GameplayScreen(networkSession)); } else if (networkSession.IsHost && networkSession.IsEveryoneReady) { // The host checks whether everyone has marked themselves // as ready, and starts the game in response. networkSession.StartGame(); } } }
/// <summary> /// Internal method for leaving the network session. This disposes the /// session, removes the NetworkSessionComponent, and returns the user /// to the main menu screen. /// </summary> void LeaveSession() { // Remove the NetworkSessionComponent. Game.Components.Remove(this); // Remove the NetworkSession service. Game.Services.RemoveService(typeof(NetworkSession)); // Dispose the NetworkSession. networkSession.Dispose(); networkSession = null; // If we have a sessionEndMessage string explaining why the session has // ended (maybe this was a network disconnect, or perhaps the host kicked // us out?) create a message box to display this reason to the user. MessageBoxScreen messageBox; if (!string.IsNullOrEmpty(sessionEndMessage)) { messageBox = new MessageBoxScreen(sessionEndMessage, false); } else { messageBox = null; } // At this point we normally want to return the user all the way to the // main menu screen. But what if they just joined a session? In that case // they went through this flow of screens: // // - MainMenuScreen // - CreateOrFindSessionsScreen // - JoinSessionScreen (if joining, skipped if creating a new session) // - LobbyScreeen // // If we have these previous screens on the history stack, and the user // backs out of the LobbyScreen, the right thing is just to pop off the // LobbyScreen and JoinSessionScreen, returning them to the // CreateOrFindSessionsScreen (we cannot just back up to the // JoinSessionScreen, because it contains search results that will no // longer be valid). But if the user is in gameplay, or has been in // gameplay and then returned to the lobby, the screen stack will have // been emptied. // // To do the right thing in both cases, we scan through the screen history // stack looking for a CreateOrFindSessionScreen. If we find one, we pop // any subsequent screens so as to return back to it, while if we don't // find it, we just reset everything and go back to the main menu. GameScreen[] screens = screenManager.GetScreens(); // Look for the CreateOrFindSessionsScreen. for (int i = 0; i < screens.Length; i++) { if (screens[i] is CreateOrFindSessionScreen) { // If we found one, pop everything since then to return back to it. for (int j = i + 1; j < screens.Length; j++) { screens[j].ExitScreen(); } // Display the why-did-the-session-end message box. if (messageBox != null) { screenManager.AddScreen(messageBox); } return; } } // If we didn't find a CreateOrFindSessionsScreen, reset everything and // go back to the main menu. The why-did-the-session-end message box // will be displayed after the loading screen has completed. LoadingScreen.Load(screenManager, false, new BackgroundScreen(), new MainMenuScreen(), messageBox); }
/// <summary> /// Event handler for when the user selects ok on the "are you sure /// you want to quit" message box. This uses the loading screen to /// transition from the game back to the main menu screen. /// </summary> void ConfirmQuitMessageBoxAccepted(object sender, EventArgs e) { LoadingScreen.Load(ScreenManager, false, new BackgroundScreen(), new MainMenuScreen()); }
/// <summary> /// Event handler for when the Single Player menu entry is selected. /// </summary> void SinglePlayerMenuEntrySelected(object sender, EventArgs e) { LoadingScreen.Load(ScreenManager, true, new GameplayScreen(null)); }