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- #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
- {
- /// <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
- {
- #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
- /// <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);
- }
- #endregion
- #region Update
- /// <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();
- }
- }
- #endregion
- #region Event Handlers
- /// <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;
- 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();
- try
- {
- // Which local profiles should we include in this session?
- IEnumerable<SignedInGamer> 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);
- }
- }
- /// <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
- {
- // 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
- /// <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[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;
- }
- /// <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();
- // 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();
- }
- #endregion
- }
- }
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