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@@ -1,481 +1,495 @@
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-#region File Description
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-//-----------------------------------------------------------------------------
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-// NetworkSessionComponent.cs
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-//
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-// Microsoft XNA Community Game Platform
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-// Copyright (C) Microsoft Corporation. All rights reserved.
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-//-----------------------------------------------------------------------------
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-#endregion
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-
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-#region Using Statements
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-using System;
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-using System.Linq;
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-using System.Diagnostics;
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-using System.Collections.Generic;
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-using Microsoft.Xna.Framework;
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-using Microsoft.Xna.Framework.Net;
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-using Microsoft.Xna.Framework.GamerServices;
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-
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-#endregion
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-
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-namespace NetworkStateManagement
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-{
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- /// <summary>
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- /// Component in charge of owning and updating the current NetworkSession object.
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- /// This is responsible for calling NetworkSession.Update at regular intervals,
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- /// and also exposes the NetworkSession as a game service which can easily be
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- /// looked up by any other code that needs to access it.
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- /// </summary>
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- class NetworkSessionComponent : GameComponent
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- {
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- #region Fields
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-
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- public const int MaxGamers = 16;
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- public const int MaxLocalGamers = 4;
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- ScreenManager screenManager;
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- NetworkSession networkSession;
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- IMessageDisplay messageDisplay;
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- bool notifyWhenPlayersJoinOrLeave;
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- string sessionEndMessage;
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-
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- #endregion
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-
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- #region Initialization
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-
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-
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- /// <summary>
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- /// The constructor is private: external callers should use the Create method.
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- /// </summary>
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- NetworkSessionComponent (ScreenManager screenManager,
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- NetworkSession networkSession)
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- : base(screenManager.Game)
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- {
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- this.screenManager = screenManager;
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- this.networkSession = networkSession;
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-
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- // Hook up our session event handlers.
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- networkSession.GamerJoined += GamerJoined;
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- networkSession.GamerLeft += GamerLeft;
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- networkSession.SessionEnded += NetworkSessionEnded;
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- }
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-
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-
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- /// <summary>
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- /// Creates a new NetworkSessionComponent.
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- /// </summary>
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- public static void Create (ScreenManager screenManager,
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- NetworkSession networkSession)
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- {
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- Game game = screenManager.Game;
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-
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- // Register this network session as a service.
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- game.Services.AddService (typeof(NetworkSession), networkSession);
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-
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- // Create a NetworkSessionComponent, and add it to the Game.
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- game.Components.Add (new NetworkSessionComponent (screenManager,
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- networkSession));
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- }
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-
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-
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- /// <summary>
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- /// Initializes the component.
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- /// </summary>
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- public override void Initialize ()
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- {
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- base.Initialize ();
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-
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- // Look up the IMessageDisplay service, which will
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- // be used to report gamer join/leave notifications.
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- messageDisplay = (IMessageDisplay)Game.Services.GetService (
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- typeof(IMessageDisplay));
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-
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- if (messageDisplay != null)
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- notifyWhenPlayersJoinOrLeave = true;
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- }
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-
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-
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- /// <summary>
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- /// Shuts down the component.
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- /// </summary>
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- protected override void Dispose (bool disposing)
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- {
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- if (disposing) {
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- // Remove the NetworkSessionComponent.
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- Game.Components.Remove (this);
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-
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- // Remove the NetworkSession service.
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- Game.Services.RemoveService (typeof(NetworkSession));
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-
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- // Dispose the NetworkSession.
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- if (networkSession != null) {
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- networkSession.Dispose ();
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- networkSession = null;
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- }
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- }
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-
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- base.Dispose (disposing);
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- }
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-
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-
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- #endregion
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-
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- #region Update
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-
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-
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- /// <summary>
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- /// Updates the network session.
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- /// </summary>
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- public override void Update (GameTime gameTime)
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- {
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- if (networkSession == null)
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- return;
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-
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- try {
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- networkSession.Update ();
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-
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- // Has the session ended?
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- if (networkSession.SessionState == NetworkSessionState.Ended) {
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- LeaveSession ();
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- }
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- } catch (Exception exception) {
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- // Handle any errors from the network session update.
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- Debug.WriteLine ("NetworkSession.Update threw " + exception);
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-
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- sessionEndMessage = Resources.ErrorNetwork;
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-
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- LeaveSession ();
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- }
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- }
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-
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-
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- #endregion
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-
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- #region Event Handlers
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-
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-
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- /// <summary>
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- /// Event handler called when a gamer joins the session.
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- /// Displays a notification message.
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- /// </summary>
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- void GamerJoined (object sender, GamerJoinedEventArgs e)
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- {
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- if (notifyWhenPlayersJoinOrLeave) {
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- messageDisplay.ShowMessage (Resources.MessageGamerJoined,
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- e.Gamer.Gamertag);
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- }
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- }
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-
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-
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- /// <summary>
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- /// Event handler called when a gamer leaves the session.
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- /// Displays a notification message.
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- /// </summary>
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- void GamerLeft (object sender, GamerLeftEventArgs e)
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- {
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- if (notifyWhenPlayersJoinOrLeave) {
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- messageDisplay.ShowMessage (Resources.MessageGamerLeft,
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- e.Gamer.Gamertag);
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- }
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- }
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-
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-
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- /// <summary>
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- /// Event handler called when the network session ends.
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- /// Stores the end reason, so this can later be displayed to the user.
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- /// </summary>
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- void NetworkSessionEnded (object sender, NetworkSessionEndedEventArgs e)
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- {
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- switch (e.EndReason) {
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- case NetworkSessionEndReason.ClientSignedOut:
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- sessionEndMessage = null;
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- break;
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-
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- case NetworkSessionEndReason.HostEndedSession:
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- sessionEndMessage = Resources.ErrorHostEndedSession;
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- break;
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-
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- case NetworkSessionEndReason.RemovedByHost:
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- sessionEndMessage = Resources.ErrorRemovedByHost;
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- break;
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-
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- case NetworkSessionEndReason.Disconnected:
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- default:
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- sessionEndMessage = Resources.ErrorDisconnected;
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- break;
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- }
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-
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- notifyWhenPlayersJoinOrLeave = false;
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- }
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-
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-
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- /// <summary>
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- /// Event handler called when the system delivers an invite notification.
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- /// This can occur when the user accepts an invite that was sent to them by
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- /// a friend (pull mode), or if they choose the "Join Session In Progress"
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- /// option in their friends screen (push mode). The handler leaves the
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- /// current session (if any), then joins the session referred to by the
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- /// invite. It is not necessary to prompt the user before doing this, as
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- /// the Guide will already have taken care of the necessary confirmations
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- /// before the invite was delivered to you.
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- /// </summary>
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- public static void InviteAccepted (ScreenManager screenManager,
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- InviteAcceptedEventArgs e)
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- {
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- // If we are already in a network session, leave it now.
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- NetworkSessionComponent self = FindSessionComponent (screenManager.Game);
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-
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- if (self != null)
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- self.Dispose ();
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-
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- try {
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- // Which local profiles should we include in this session?
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- IEnumerable<SignedInGamer> localGamers =
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- ChooseGamers (NetworkSessionType.PlayerMatch, e.Gamer.PlayerIndex);
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-
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- // Begin an asynchronous join-from-invite operation.
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- IAsyncResult asyncResult = NetworkSession.BeginJoinInvited (localGamers,
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- null, null);
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-
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- // Use the loading screen to replace whatever screens were previously
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- // active. This will completely reset the screen state, regardless of
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- // whether we were in the menus or playing a game when the invite was
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- // delivered. When the loading screen finishes, it will activate the
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- // network busy screen, which displays an animation as it waits for
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- // the join operation to complete.
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- NetworkBusyScreen busyScreen = new NetworkBusyScreen (asyncResult);
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-
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- busyScreen.OperationCompleted += JoinInvitedOperationCompleted;
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-
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- LoadingScreen.Load (screenManager, false, null, new BackgroundScreen (),
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- busyScreen);
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- } catch (Exception exception) {
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- NetworkErrorScreen errorScreen = new NetworkErrorScreen (exception);
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-
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- LoadingScreen.Load (screenManager, false, null, new BackgroundScreen (),
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- new MainMenuScreen (),
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- errorScreen);
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- }
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- }
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-
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-
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- /// <summary>
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- /// Event handler for when the asynchronous join-from-invite
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- /// operation has completed.
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- /// </summary>
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- static void JoinInvitedOperationCompleted (object sender,
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- OperationCompletedEventArgs e)
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- {
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- ScreenManager screenManager = ((GameScreen)sender).ScreenManager;
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-
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- try {
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- // End the asynchronous join-from-invite operation.
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- NetworkSession networkSession =
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- NetworkSession.EndJoinInvited (e.AsyncResult);
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-
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- // Create a component that will manage the session we just created.
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- NetworkSessionComponent.Create (screenManager, networkSession);
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-
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- // Go to the lobby screen.
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- screenManager.AddScreen (new LobbyScreen (networkSession), null);
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- } catch (Exception exception) {
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- screenManager.AddScreen (new MainMenuScreen (), null);
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- screenManager.AddScreen (new NetworkErrorScreen (exception), null);
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- }
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- }
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-
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-
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- #endregion
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-
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- #region Methods
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-
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-
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- /// <summary>
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- /// Checks whether the specified session type is online.
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- /// Online sessions cannot be used by local profiles, or if
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- /// parental controls are enabled, or when running in trial mode.
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- /// </summary>
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- public static bool IsOnlineSessionType (NetworkSessionType sessionType)
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- {
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- switch (sessionType) {
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- case NetworkSessionType.Local:
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- case NetworkSessionType.SystemLink:
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- return false;
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-
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- case NetworkSessionType.PlayerMatch:
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- //case NetworkSessionType.Ranked:
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- return true;
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-
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- default:
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- throw new NotSupportedException ();
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- }
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- }
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-
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-
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- /// <summary>
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- /// Decides which local gamer profiles should be included in a network session.
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- /// This is passed the index of the primary gamer (the profile who selected the
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- /// relevant menu option, or who is responding to an invite). The primary gamer
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- /// will always be included in the session. Other gamers may also be added if
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- /// there are suitable profiles signed in. To control how many gamers can be
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- /// returned by this method, adjust the MaxLocalGamers constant.
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- /// </summary>
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- public static IEnumerable<SignedInGamer> ChooseGamers (
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- NetworkSessionType sessionType,
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- PlayerIndex playerIndex)
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- {
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- List<SignedInGamer> gamers = new List<SignedInGamer> ();
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-
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- // Look up the primary gamer, and make sure they are signed in.
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- SignedInGamer primaryGamer = Gamer.SignedInGamers [playerIndex];
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-
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- if (primaryGamer == null)
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- throw new GamerPrivilegeException ();
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-
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- gamers.Add (primaryGamer);
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-
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- // Check whether any other profiles should also be included.
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- foreach (SignedInGamer gamer in Gamer.SignedInGamers) {
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- // Never include more profiles than the MaxLocalGamers constant.
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- if (gamers.Count >= MaxLocalGamers)
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- break;
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-
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- // Don't want two copies of the primary gamer!
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- if (gamer == primaryGamer)
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- continue;
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-
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- // If this is an online session, make sure the profile is signed
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- // in to Live, and that it has the privilege for online gameplay.
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- if (IsOnlineSessionType (sessionType)) {
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- if (!gamer.IsSignedInToLive)
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- continue;
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-
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- if (!gamer.Privileges.AllowOnlineSessions)
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- continue;
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- }
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-
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- if (primaryGamer.IsGuest && !gamer.IsGuest && gamers [0] == primaryGamer) {
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- // Special case: if the primary gamer is a guest profile,
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- // we should insert some other non-guest at the start of the
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- // output list, because guests aren't allowed to host sessions.
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- gamers.Insert (0, gamer);
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- } else {
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- gamers.Add (gamer);
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- }
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- }
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-
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- return gamers;
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- }
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-
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-
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- /// <summary>
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- /// Public method called when the user wants to leave the network session.
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- /// Displays a confirmation message box, then disposes the session, removes
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- /// the NetworkSessionComponent, and returns them to the main menu screen.
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- /// </summary>
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- public static void LeaveSession (ScreenManager screenManager,
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- PlayerIndex playerIndex)
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- {
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- NetworkSessionComponent self = FindSessionComponent (screenManager.Game);
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-
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- if (self != null) {
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- // Display a message box to confirm the user really wants to leave.
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- string message;
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-
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- if (self.networkSession.IsHost)
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- message = Resources.ConfirmEndSession;
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- else
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- message = Resources.ConfirmLeaveSession;
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-
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- MessageBoxScreen confirmMessageBox = new MessageBoxScreen (message);
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-
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- // Hook the messge box ok event to actually leave the session.
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- confirmMessageBox.Accepted += delegate
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- {
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- self.LeaveSession ();
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- };
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-
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- screenManager.AddScreen (confirmMessageBox, playerIndex);
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- }
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- }
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-
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-
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- /// <summary>
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- /// Internal method for leaving the network session. This disposes the
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- /// session, removes the NetworkSessionComponent, and returns the user
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- /// to the main menu screen.
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- /// </summary>
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- void LeaveSession ()
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- {
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- // Destroy this NetworkSessionComponent.
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- Dispose ();
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-
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- // If we have a sessionEndMessage string explaining why the session has
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- // ended (maybe this was a network disconnect, or perhaps the host kicked
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- // us out?) create a message box to display this reason to the user.
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- MessageBoxScreen messageBox;
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-
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- if (!string.IsNullOrEmpty (sessionEndMessage))
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- messageBox = new MessageBoxScreen (sessionEndMessage, false);
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- else
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- messageBox = null;
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-
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- // At this point we want to return the user all the way to the main
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- // menu screen. But what if they just joined a session? In that case
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- // they went through this flow of screens:
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- //
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- // - MainMenuScreen
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- // - CreateOrFindSessionsScreen
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- // - JoinSessionScreen (if joining, skipped if creating a new session)
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- // - LobbyScreeen
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- //
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- // If we have these previous screens on the history stack, and the user
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- // backs out of the LobbyScreen, the right thing is just to pop off the
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- // intermediate screens, returning them to the existing MainMenuScreen
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- // instance without bothering to reload everything. But if the user is
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- // in gameplay, or has been in gameplay and then returned to the lobby,
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- // the screen stack will have been emptied.
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- //
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- // To do the right thing in both cases, we scan through the screen history
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- // stack looking for a MainMenuScreen. If we find one, we pop any
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- // subsequent screens so as to return back to it, while if we don't
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- // find it, we just reset everything via the LoadingScreen.
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-
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- GameScreen[] screens = screenManager.GetScreens ();
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-
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- // Look for the MainMenuScreen.
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- for (int i = 0; i < screens.Length; i++) {
|
|
|
- if (screens [i] is MainMenuScreen) {
|
|
|
- // 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, null);
|
|
|
-
|
|
|
- return;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // If we didn't find an existing MainMenuScreen, reload everything.
|
|
|
- // The why-did-the-session-end message box will be displayed after
|
|
|
- // the loading screen has completed.
|
|
|
- LoadingScreen.Load (screenManager, false, null, new BackgroundScreen (),
|
|
|
- new MainMenuScreen (),
|
|
|
- messageBox);
|
|
|
- }
|
|
|
-
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// Searches through the Game.Components collection to
|
|
|
- /// find the NetworkSessionComponent (if any exists).
|
|
|
- /// </summary>
|
|
|
- static NetworkSessionComponent FindSessionComponent (Game game)
|
|
|
- {
|
|
|
- return game.Components.OfType<NetworkSessionComponent> ().FirstOrDefault ();
|
|
|
- }
|
|
|
-
|
|
|
-
|
|
|
- #endregion
|
|
|
- }
|
|
|
-}
|
|
|
+//-----------------------------------------------------------------------------
|
|
|
+// NetworkSessionComponent.cs
|
|
|
+//
|
|
|
+// Microsoft XNA Community Game Platform
|
|
|
+// Copyright (C) Microsoft Corporation. All rights reserved.
|
|
|
+//-----------------------------------------------------------------------------
|
|
|
+
|
|
|
+using System;
|
|
|
+using System.Linq;
|
|
|
+using System.Diagnostics;
|
|
|
+using System.Collections.Generic;
|
|
|
+using Microsoft.Xna.Framework;
|
|
|
+using Microsoft.Xna.Framework.Net;
|
|
|
+using Microsoft.Xna.Framework.GamerServices;
|
|
|
+
|
|
|
+
|
|
|
+namespace NetworkStateManagement
|
|
|
+{
|
|
|
+ /// <summary>
|
|
|
+ /// Component in charge of owning and updating the current NetworkSession object.
|
|
|
+ /// This is responsible for calling NetworkSession.Update at regular intervals,
|
|
|
+ /// and also exposes the NetworkSession as a game service which can easily be
|
|
|
+ /// looked up by any other code that needs to access it.
|
|
|
+ /// </summary>
|
|
|
+ class NetworkSessionComponent : GameComponent
|
|
|
+ {
|
|
|
+
|
|
|
+ public const int MaxGamers = 16;
|
|
|
+ public const int MaxLocalGamers = 4;
|
|
|
+ ScreenManager screenManager;
|
|
|
+ NetworkSession networkSession;
|
|
|
+ IMessageDisplay messageDisplay;
|
|
|
+ bool notifyWhenPlayersJoinOrLeave;
|
|
|
+ string sessionEndMessage;
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// The constructor is private: external callers should use the Create method.
|
|
|
+ /// </summary>
|
|
|
+ NetworkSessionComponent(ScreenManager screenManager,
|
|
|
+ NetworkSession networkSession)
|
|
|
+ : base(screenManager.Game)
|
|
|
+ {
|
|
|
+ this.screenManager = screenManager;
|
|
|
+ this.networkSession = networkSession;
|
|
|
+
|
|
|
+ // Hook up our session event handlers.
|
|
|
+ networkSession.GamerJoined += GamerJoined;
|
|
|
+ networkSession.GamerLeft += GamerLeft;
|
|
|
+ networkSession.SessionEnded += NetworkSessionEnded;
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Creates a new NetworkSessionComponent.
|
|
|
+ /// </summary>
|
|
|
+ public static void Create(ScreenManager screenManager,
|
|
|
+ NetworkSession networkSession)
|
|
|
+ {
|
|
|
+ Game game = screenManager.Game;
|
|
|
+
|
|
|
+ // Register this network session as a service.
|
|
|
+ game.Services.AddService(typeof(NetworkSession), networkSession);
|
|
|
+
|
|
|
+ // Create a NetworkSessionComponent, and add it to the Game.
|
|
|
+ game.Components.Add(new NetworkSessionComponent(screenManager,
|
|
|
+ networkSession));
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Initializes the component.
|
|
|
+ /// </summary>
|
|
|
+ public override void Initialize()
|
|
|
+ {
|
|
|
+ base.Initialize();
|
|
|
+
|
|
|
+ // Look up the IMessageDisplay service, which will
|
|
|
+ // be used to report gamer join/leave notifications.
|
|
|
+ messageDisplay = (IMessageDisplay)Game.Services.GetService(
|
|
|
+ typeof(IMessageDisplay));
|
|
|
+
|
|
|
+ if (messageDisplay != null)
|
|
|
+ notifyWhenPlayersJoinOrLeave = true;
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Shuts down the component.
|
|
|
+ /// </summary>
|
|
|
+ protected override void Dispose(bool disposing)
|
|
|
+ {
|
|
|
+ if (disposing)
|
|
|
+ {
|
|
|
+ // Remove the NetworkSessionComponent.
|
|
|
+ Game.Components.Remove(this);
|
|
|
+
|
|
|
+ // Remove the NetworkSession service.
|
|
|
+ Game.Services.RemoveService(typeof(NetworkSession));
|
|
|
+
|
|
|
+ // Dispose the NetworkSession.
|
|
|
+ if (networkSession != null)
|
|
|
+ {
|
|
|
+ networkSession.Dispose();
|
|
|
+ networkSession = null;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ base.Dispose(disposing);
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Updates the network session.
|
|
|
+ /// </summary>
|
|
|
+ public override void Update(GameTime gameTime)
|
|
|
+ {
|
|
|
+ if (networkSession == null)
|
|
|
+ return;
|
|
|
+
|
|
|
+ try
|
|
|
+ {
|
|
|
+ networkSession.Update();
|
|
|
+
|
|
|
+ // Has the session ended?
|
|
|
+ if (networkSession.SessionState == NetworkSessionState.Ended)
|
|
|
+ {
|
|
|
+ LeaveSession();
|
|
|
+ }
|
|
|
+ }
|
|
|
+ catch (Exception exception)
|
|
|
+ {
|
|
|
+ // Handle any errors from the network session update.
|
|
|
+ Debug.WriteLine("NetworkSession.Update threw " + exception);
|
|
|
+
|
|
|
+ sessionEndMessage = Resources.ErrorNetwork;
|
|
|
+
|
|
|
+ LeaveSession();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Event handler called when a gamer joins the session.
|
|
|
+ /// Displays a notification message.
|
|
|
+ /// </summary>
|
|
|
+ void GamerJoined(object sender, GamerJoinedEventArgs e)
|
|
|
+ {
|
|
|
+ if (notifyWhenPlayersJoinOrLeave)
|
|
|
+ {
|
|
|
+ messageDisplay.ShowMessage(Resources.MessageGamerJoined,
|
|
|
+ e.Gamer.Gamertag);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Event handler called when a gamer leaves the session.
|
|
|
+ /// Displays a notification message.
|
|
|
+ /// </summary>
|
|
|
+ void GamerLeft(object sender, GamerLeftEventArgs e)
|
|
|
+ {
|
|
|
+ if (notifyWhenPlayersJoinOrLeave)
|
|
|
+ {
|
|
|
+ messageDisplay.ShowMessage(Resources.MessageGamerLeft,
|
|
|
+ e.Gamer.Gamertag);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Event handler called when the network session ends.
|
|
|
+ /// Stores the end reason, so this can later be displayed to the user.
|
|
|
+ /// </summary>
|
|
|
+ void NetworkSessionEnded(object sender, NetworkSessionEndedEventArgs e)
|
|
|
+ {
|
|
|
+ switch (e.EndReason)
|
|
|
+ {
|
|
|
+ case NetworkSessionEndReason.ClientSignedOut:
|
|
|
+ sessionEndMessage = null;
|
|
|
+ break;
|
|
|
+
|
|
|
+ case NetworkSessionEndReason.HostEndedSession:
|
|
|
+ sessionEndMessage = Resources.ErrorHostEndedSession;
|
|
|
+ break;
|
|
|
+
|
|
|
+ // TODO: Check if the compatibility layer supports RemovedByHost
|
|
|
+ // case NetworkSessionEndReason.RemovedByHost:
|
|
|
+ // sessionEndMessage = Resources.ErrorRemovedByHost;
|
|
|
+ // break;
|
|
|
+
|
|
|
+ case NetworkSessionEndReason.Disconnected:
|
|
|
+ default:
|
|
|
+ sessionEndMessage = Resources.ErrorDisconnected;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ notifyWhenPlayersJoinOrLeave = false;
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Event handler called when the system delivers an invite notification.
|
|
|
+ /// This can occur when the user accepts an invite that was sent to them by
|
|
|
+ /// a friend (pull mode), or if they choose the "Join Session In Progress"
|
|
|
+ /// option in their friends screen (push mode). The handler leaves the
|
|
|
+ /// current session (if any), then joins the session referred to by the
|
|
|
+ /// invite. It is not necessary to prompt the user before doing this, as
|
|
|
+ /// the Guide will already have taken care of the necessary confirmations
|
|
|
+ /// before the invite was delivered to you.
|
|
|
+ /// </summary>
|
|
|
+ public static void InviteAccepted(ScreenManager screenManager,
|
|
|
+ InviteAcceptedEventArgs e)
|
|
|
+ {
|
|
|
+ // If we are already in a network session, leave it now.
|
|
|
+ NetworkSessionComponent self = FindSessionComponent(screenManager.Game);
|
|
|
+
|
|
|
+ if (self != null)
|
|
|
+ self.Dispose(true);
|
|
|
+
|
|
|
+ try
|
|
|
+ {
|
|
|
+ // Which local profiles should we include in this session?
|
|
|
+ PlayerIndex defaultPlayerIndex = PlayerIndex.One;
|
|
|
+ IEnumerable<SignedInGamer> localGamers =
|
|
|
+ ChooseGamers(NetworkSessionType.PlayerMatch, defaultPlayerIndex);
|
|
|
+
|
|
|
+ // Begin an asynchronous join-from-invite operation using the modern API.
|
|
|
+ var joinTask = NetworkSession.JoinInvitedAsync(
|
|
|
+ localGamers,
|
|
|
+ null);
|
|
|
+
|
|
|
+ // Use the loading screen to replace whatever screens were previously
|
|
|
+ // active. This will completely reset the screen state, regardless of
|
|
|
+ // whether we were in the menus or playing a game when the invite was
|
|
|
+ // delivered. When the loading screen finishes, it will activate the
|
|
|
+ // network busy screen, which displays an animation as it waits for
|
|
|
+ // the join operation to complete.
|
|
|
+ NetworkBusyScreen busyScreen = new NetworkBusyScreen(joinTask);
|
|
|
+
|
|
|
+ busyScreen.OperationCompleted += JoinInvitedOperationCompleted;
|
|
|
+
|
|
|
+ LoadingScreen.Load(screenManager, false, null, new BackgroundScreen(),
|
|
|
+ busyScreen);
|
|
|
+ }
|
|
|
+ catch (Exception exception)
|
|
|
+ {
|
|
|
+ NetworkErrorScreen errorScreen = new NetworkErrorScreen(exception);
|
|
|
+
|
|
|
+ LoadingScreen.Load(screenManager, false, null, new BackgroundScreen(),
|
|
|
+ new MainMenuScreen(),
|
|
|
+ errorScreen);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Event handler for when the asynchronous join-from-invite
|
|
|
+ /// operation has completed.
|
|
|
+ /// </summary>
|
|
|
+ static void JoinInvitedOperationCompleted(object sender,
|
|
|
+ OperationCompletedEventArgs e)
|
|
|
+ {
|
|
|
+ ScreenManager screenManager = ((GameScreen)sender).ScreenManager;
|
|
|
+
|
|
|
+ try
|
|
|
+ {
|
|
|
+ // Use the result directly from the event args.
|
|
|
+ NetworkSession networkSession = e.Result as NetworkSession;
|
|
|
+ if (networkSession == null)
|
|
|
+ throw new InvalidOperationException("NetworkSession result was null or invalid.");
|
|
|
+
|
|
|
+ // Create a component that will manage the session we just created.
|
|
|
+ NetworkSessionComponent.Create(screenManager, networkSession);
|
|
|
+
|
|
|
+ // Go to the lobby screen.
|
|
|
+ screenManager.AddScreen(new LobbyScreen(networkSession), null);
|
|
|
+ }
|
|
|
+ catch (Exception exception)
|
|
|
+ {
|
|
|
+ screenManager.AddScreen(new MainMenuScreen(), null);
|
|
|
+ screenManager.AddScreen(new NetworkErrorScreen(exception), null);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Checks whether the specified session type is online.
|
|
|
+ /// Online sessions cannot be used by local profiles, or if
|
|
|
+ /// parental controls are enabled, or when running in trial mode.
|
|
|
+ /// </summary>
|
|
|
+ public static bool IsOnlineSessionType(NetworkSessionType sessionType)
|
|
|
+ {
|
|
|
+ switch (sessionType)
|
|
|
+ {
|
|
|
+ case NetworkSessionType.Local:
|
|
|
+ case NetworkSessionType.SystemLink:
|
|
|
+ return false;
|
|
|
+
|
|
|
+ case NetworkSessionType.PlayerMatch:
|
|
|
+ //case NetworkSessionType.Ranked:
|
|
|
+ return true;
|
|
|
+
|
|
|
+ default:
|
|
|
+ throw new NotSupportedException();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Decides which local gamer profiles should be included in a network session.
|
|
|
+ /// This is passed the index of the primary gamer (the profile who selected the
|
|
|
+ /// relevant menu option, or who is responding to an invite). The primary gamer
|
|
|
+ /// will always be included in the session. Other gamers may also be added if
|
|
|
+ /// there are suitable profiles signed in. To control how many gamers can be
|
|
|
+ /// returned by this method, adjust the MaxLocalGamers constant.
|
|
|
+ /// </summary>
|
|
|
+ public static IEnumerable<SignedInGamer> ChooseGamers(
|
|
|
+ NetworkSessionType sessionType,
|
|
|
+ PlayerIndex playerIndex)
|
|
|
+ {
|
|
|
+ List<SignedInGamer> gamers = new List<SignedInGamer>();
|
|
|
+
|
|
|
+ // Look up the primary gamer, and make sure they are signed in.
|
|
|
+ SignedInGamer primaryGamer = Gamer.SignedInGamers[(int)playerIndex];
|
|
|
+
|
|
|
+ if (primaryGamer == null)
|
|
|
+ throw new GamerPrivilegeException();
|
|
|
+
|
|
|
+ gamers.Add(primaryGamer);
|
|
|
+
|
|
|
+ // Check whether any other profiles should also be included.
|
|
|
+ foreach (SignedInGamer gamer in Gamer.SignedInGamers)
|
|
|
+ {
|
|
|
+ // Never include more profiles than the MaxLocalGamers constant.
|
|
|
+ if (gamers.Count >= MaxLocalGamers)
|
|
|
+ break;
|
|
|
+
|
|
|
+ // Don't want two copies of the primary gamer!
|
|
|
+ if (gamer == primaryGamer)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ // If this is an online session, make sure the profile is signed
|
|
|
+ // in to Live, and that it has the privilege for online gameplay.
|
|
|
+ if (IsOnlineSessionType(sessionType))
|
|
|
+ {
|
|
|
+ if (!gamer.IsSignedInToLive)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ // TODO: Check if the compatibility layer supports Privileges
|
|
|
+ // For now, assume online privileges are available if signed in to Live
|
|
|
+ // if (!gamer.Privileges.AllowOnlineSessions)
|
|
|
+ // continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (primaryGamer.IsGuest && !gamer.IsGuest && gamers[0] == primaryGamer)
|
|
|
+ {
|
|
|
+ // Special case: if the primary gamer is a guest profile,
|
|
|
+ // we should insert some other non-guest at the start of the
|
|
|
+ // output list, because guests aren't allowed to host sessions.
|
|
|
+ gamers.Insert(0, gamer);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ gamers.Add(gamer);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return gamers;
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Public method called when the user wants to leave the network session.
|
|
|
+ /// Displays a confirmation message box, then disposes the session, removes
|
|
|
+ /// the NetworkSessionComponent, and returns them to the main menu screen.
|
|
|
+ /// </summary>
|
|
|
+ public static void LeaveSession(ScreenManager screenManager,
|
|
|
+ PlayerIndex playerIndex)
|
|
|
+ {
|
|
|
+ NetworkSessionComponent self = FindSessionComponent(screenManager.Game);
|
|
|
+
|
|
|
+ if (self != null)
|
|
|
+ {
|
|
|
+ // Display a message box to confirm the user really wants to leave.
|
|
|
+ string message;
|
|
|
+
|
|
|
+ if (self.networkSession.IsHost)
|
|
|
+ message = Resources.ConfirmEndSession;
|
|
|
+ else
|
|
|
+ message = Resources.ConfirmLeaveSession;
|
|
|
+
|
|
|
+ MessageBoxScreen confirmMessageBox = new MessageBoxScreen(message);
|
|
|
+
|
|
|
+ // Hook the messge box ok event to actually leave the session.
|
|
|
+ confirmMessageBox.Accepted += delegate
|
|
|
+ {
|
|
|
+ self.LeaveSession();
|
|
|
+ };
|
|
|
+
|
|
|
+ screenManager.AddScreen(confirmMessageBox, playerIndex);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ /// <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()
|
|
|
+ {
|
|
|
+ // Destroy this NetworkSessionComponent.
|
|
|
+ Dispose(true);
|
|
|
+
|
|
|
+ // 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 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
|
|
|
+ // intermediate screens, returning them to the existing MainMenuScreen
|
|
|
+ // instance without bothering to reload everything. 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 MainMenuScreen. 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 via the LoadingScreen.
|
|
|
+
|
|
|
+ GameScreen[] screens = screenManager.GetScreens();
|
|
|
+
|
|
|
+ // Look for the MainMenuScreen.
|
|
|
+ for (int i = 0; i < screens.Length; i++)
|
|
|
+ {
|
|
|
+ if (screens[i] is MainMenuScreen)
|
|
|
+ {
|
|
|
+ // 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, null);
|
|
|
+
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // If we didn't find an existing MainMenuScreen, reload everything.
|
|
|
+ // The why-did-the-session-end message box will be displayed after
|
|
|
+ // the loading screen has completed.
|
|
|
+ LoadingScreen.Load(screenManager, false, null, new BackgroundScreen(),
|
|
|
+ new MainMenuScreen(),
|
|
|
+ messageBox);
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Searches through the Game.Components collection to
|
|
|
+ /// find the NetworkSessionComponent (if any exists).
|
|
|
+ /// </summary>
|
|
|
+ static NetworkSessionComponent FindSessionComponent(Game game)
|
|
|
+ {
|
|
|
+ return game.Components.OfType<NetworkSessionComponent>().FirstOrDefault();
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|