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// #region License
// /*
// Microsoft Public License (Ms-PL)
// MonoGame - Copyright © 2009 The MonoGame Team
//
// All rights reserved.
//
// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
// accept the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under
// U.S. copyright law.
//
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
// your patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
// purpose and non-infringement.
// */
// #endregion License
//
#region Using clause
using System;
using System.ComponentModel;
using Microsoft.Xna.Framework.GamerServices;
#endregion Using clause
namespace Microsoft.Xna.Framework.Net
{
public class NetworkGamer : Gamer, INotifyPropertyChanged
{
private byte id;
NetworkSession session;
//bool isHost;
//bool isLocal;
//bool hasVoice;
long remoteUniqueIdentifier = -1;
GamerStates gamerState;
GamerStates oldGamerState;
// Declare the event
public event PropertyChangedEventHandler PropertyChanged;
public NetworkGamer ( NetworkSession session, byte id, GamerStates state)
{
this.id = id;
this.session = session;
this.gamerState = state;
// We will modify these HasFlags to inline code because MonoTouch does not support
// the HasFlag method. Also after reading this : http://msdn.microsoft.com/en-us/library/system.enum.hasflag.aspx#2
// it just might be better to inline it anyway.
//this.isHost = (state & GamerStates.Host) != 0; // state.HasFlag(GamerStates.Host);
//this.isLocal = (state & GamerStates.Local) != 0; // state.HasFlag(GamerStates.Local);
//this.hasVoice = (state & GamerStates.HasVoice) != 0; //state.HasFlag(GamerStates.HasVoice);
// *** NOTE TODO **
// This whole state stuff need to be looked at again. Maybe we should not be using local
// variables here and instead just use the flags within the gamerState.
this.gamerState = state;
this.oldGamerState = state;
}
internal long RemoteUniqueIdentifier
{
get { return remoteUniqueIdentifier; }
set { remoteUniqueIdentifier = value; }
}
public bool HasLeftSession
{
get
{
return false;
}
}
public bool HasVoice
{
get
{
return (gamerState & GamerStates.HasVoice) != 0;
}
}
public byte Id
{
get
{
return id;
}
}
public bool IsGuest
{
get
{
return (gamerState & GamerStates.Guest) != 0;
}
}
public bool IsHost
{
get
{
return (gamerState & GamerStates.Host) != 0;
}
}
public bool IsLocal
{
get
{
return (gamerState & GamerStates.Local) != 0;
}
}
public bool IsMutedByLocalUser
{
get
{
return true;
}
}
public bool IsPrivateSlot
{
get
{
return false;
}
}
public bool IsReady
{
get
{
return (gamerState & GamerStates.Ready) != 0;
}
set
{
if (((gamerState & GamerStates.Ready) != 0) != value) {
if (value)
gamerState |= GamerStates.Ready;
else
gamerState &= ~GamerStates.Ready;
OnPropertyChanged("Ready");
}
}
}
public bool IsTalking
{
get
{
return false;
}
}
private NetworkMachine _Machine;
public NetworkMachine Machine
{
get
{
return _Machine;
}
set
{
if (_Machine != value )
_Machine = value;
}
}
public TimeSpan RoundtripTime
{
get
{
return TimeSpan.MinValue;
}
}
public NetworkSession Session
{
get
{
return session;
}
}
internal GamerStates State {
get { return gamerState; }
set { gamerState = value; }
}
internal GamerStates OldState {
get { return oldGamerState; }
}
// Create the OnPropertyChanged method to raise the event
protected void OnPropertyChanged(string name)
{
PropertyChangedEventHandler handler = PropertyChanged;
if (handler != null)
{
handler(this, new PropertyChangedEventArgs(name));
}
}
}
}
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