#region File Description
//-----------------------------------------------------------------------------
// NetworkSessionComponent.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
#region Using Statements
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;
#endregion
namespace NetworkStateManagement
{
///
/// 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.
///
class NetworkSessionComponent : GameComponent
{
#region Fields
public const int MaxGamers = 16;
public const int MaxLocalGamers = 4;
ScreenManager screenManager;
NetworkSession networkSession;
IMessageDisplay messageDisplay;
bool notifyWhenPlayersJoinOrLeave;
string sessionEndMessage;
#endregion
#region Initialization
///
/// The constructor is private: external callers should use the Create method.
///
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;
}
///
/// Creates a new NetworkSessionComponent.
///
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));
}
///
/// Initializes the component.
///
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;
}
///
/// Shuts down the component.
///
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);
}
#endregion
#region Update
///
/// Updates the network session.
///
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 ();
}
}
#endregion
#region Event Handlers
///
/// Event handler called when a gamer joins the session.
/// Displays a notification message.
///
void GamerJoined (object sender, GamerJoinedEventArgs e)
{
if (notifyWhenPlayersJoinOrLeave) {
messageDisplay.ShowMessage (Resources.MessageGamerJoined,
e.Gamer.Gamertag);
}
}
///
/// Event handler called when a gamer leaves the session.
/// Displays a notification message.
///
void GamerLeft (object sender, GamerLeftEventArgs e)
{
if (notifyWhenPlayersJoinOrLeave) {
messageDisplay.ShowMessage (Resources.MessageGamerLeft,
e.Gamer.Gamertag);
}
}
///
/// Event handler called when the network session ends.
/// Stores the end reason, so this can later be displayed to the user.
///
void NetworkSessionEnded (object sender, NetworkSessionEndedEventArgs e)
{
switch (e.EndReason) {
case NetworkSessionEndReason.ClientSignedOut:
sessionEndMessage = null;
break;
case NetworkSessionEndReason.HostEndedSession:
sessionEndMessage = Resources.ErrorHostEndedSession;
break;
case NetworkSessionEndReason.RemovedByHost:
sessionEndMessage = Resources.ErrorRemovedByHost;
break;
case NetworkSessionEndReason.Disconnected:
default:
sessionEndMessage = Resources.ErrorDisconnected;
break;
}
notifyWhenPlayersJoinOrLeave = false;
}
///
/// 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.
///
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 ();
try {
// Which local profiles should we include in this session?
IEnumerable localGamers =
ChooseGamers (NetworkSessionType.PlayerMatch, e.Gamer.PlayerIndex);
// Begin an asynchronous join-from-invite operation.
IAsyncResult asyncResult = NetworkSession.BeginJoinInvited (localGamers,
null, 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 (asyncResult);
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);
}
}
///
/// Event handler for when the asynchronous join-from-invite
/// operation has completed.
///
static void JoinInvitedOperationCompleted (object sender,
OperationCompletedEventArgs e)
{
ScreenManager screenManager = ((GameScreen)sender).ScreenManager;
try {
// End the asynchronous join-from-invite operation.
NetworkSession networkSession =
NetworkSession.EndJoinInvited (e.AsyncResult);
// 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);
}
}
#endregion
#region Methods
///
/// 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.
///
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 ();
}
}
///
/// 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.
///
public static IEnumerable ChooseGamers (
NetworkSessionType sessionType,
PlayerIndex playerIndex)
{
List gamers = new List ();
// Look up the primary gamer, and make sure they are signed in.
SignedInGamer primaryGamer = Gamer.SignedInGamers [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;
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;
}
///
/// 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.
///
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);
}
}
///
/// Internal method for leaving the network session. This disposes the
/// session, removes the NetworkSessionComponent, and returns the user
/// to the main menu screen.
///
void LeaveSession ()
{
// Destroy this NetworkSessionComponent.
Dispose ();
// 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);
}
///
/// Searches through the Game.Components collection to
/// find the NetworkSessionComponent (if any exists).
///
static NetworkSessionComponent FindSessionComponent (Game game)
{
return game.Components.OfType ().FirstOrDefault ();
}
#endregion
}
}