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The NetworkHelper Class
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You saw in the previous chapter that all the network services in your XNA game are centralized in the NetworkSession class. With it, you used objects from the PacketWriter and PacketReader classes to write and read network data. For organization purposes, you ll create a class that encapsulates all the necessary data transport functionality, using these classes, so that you have only one object you can use to send and read data from the server and the client, and to the server and the client. This class is simple just add a new class called NetworkHelper to the project, and add the following code:
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using Microsoft.Xna.Framework.Net; namespace RockRainLive { /// <summary> /// Helper for network services /// </summary> class NetworkHelper { // NetworkStuff private NetworkSession networkSession; private readonly PacketWriter serverPacketWriter private readonly PacketReader serverPacketReader private readonly PacketWriter clientPacketWriter private readonly PacketReader clientPacketReader /// <summary> /// The active network session /// </summary> public NetworkSession NetworkGameSession { get { return networkSession; } set { networkSession = value; } }
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PacketWriter(); PacketReader(); PacketWriter(); PacketReader();
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CHAPTER 6 s ROCK RAIN LIVE!
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/// <summary> /// Writer for the server data /// </summary> public PacketWriter ServerPacketWriter { get { return serverPacketWriter; } } /// <summary> /// Writer for the client data /// </summary> public PacketWriter ClientPacketWriter { get { return clientPacketWriter; } } /// <summary> /// Reader for the client data /// </summary> public PacketReader ClientPacketReader { get { return clientPacketReader; } } /// <summary> /// Reader for the server data /// </summary> public PacketReader ServerPacketReader { get { return serverPacketReader; } } /// <summary> /// Send all server data /// </summary> public void SendServerData() { if (ServerPacketWriter.Length > 0) { // Send the combined data to everyone in the session. LocalNetworkGamer server = (LocalNetworkGamer) networkSession.Host;
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server.SendData(ServerPacketWriter, SendDataOptions.InOrder); } } /// <summary> /// Read server data /// </summary> public NetworkGamer ReadServerData(LocalNetworkGamer gamer) { NetworkGamer sender; // Read a single packet from the network. gamer.ReceiveData(ServerPacketReader, out sender); return sender; } /// <summary> /// Send all client data /// </summary> public void SendClientData() { if (ClientPacketWriter.Length > 0) { // The first player is always running in the server... networkSession.LocalGamers[0].SendData(clientPacketWriter, SendDataOptions.InOrder, networkSession.Host); } } /// <summary> /// Read the Client Data /// </summary> public NetworkGamer ReadClientData(LocalNetworkGamer gamer) { NetworkGamer sender; // Read a single packet from the network. gamer.ReceiveData(ClientPacketReader, out sender); return sender; } } }
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CHAPTER 6 s ROCK RAIN LIVE!
This class contains your NetworkSession object, as well as methods to send and read the data packages through the PacketWriter and PacketReader objects, both for the client and for the server. You ll use this class to implement your communication protocol in the next section. For now, you ll initialize the NetworkSession object of this class, like you did in the previous chapter, to create a game session, join an existing session, or terminate a session. That is, you ll implement the CreateSession(), JoinSession(), and CloseSession() methods that we talked about earlier.
Creating the Game Sessions
Now you ll start adding the network support to your game. You ll initially create all the network session support for your new game so that later you can send and receive data between the client and the server. Then you ll declare an object for the NetworkHelper class that you created, as well as the constants for the maximum number of local players and for the game session. Add the attributes to the Game1 class:
// Network stuff private readonly NetworkHelper networkHelper; private const int maxLocalPlayers = 1; private const int maxSessionPlayers = 2;
Then, add a reference to the network s support classes:
using Microsoft.Xna.Framework.Net;
Then, initialize the networkHelper object in the class constructor. Add it also to the Game Services because the various classes of your game will use it later on:
networkHelper = new NetworkHelper(); Services.AddService(typeof(NetworkHelper), networkHelper);
You can use this class already. First, create the method that creates the network game session. This method is called when the user selects the corresponding option in the network scene:
/// <summary> /// Create a session for a game server /// </summary> private void CreateSession() { networkHelper.NetworkGameSession = NetworkSession.Create( NetworkSessionType.SystemLink, maxLocalPlayers, maxSessionPlayers);
CHAPTER 6 s ROCK RAIN LIVE!
HookSessionEvents(); networkScene.State = NetworkScene.NetworkGameState.creating; networkScene.Message = "Waiting another player..."; }
s Note This Rock Rain version can create games for local network usage, called SystemLink in XNA. The
procedures for the game creation using the Xbox LIVE network are exactly the same, but require that both players have the Creator s Club signature (even on the PC). This makes its professional use difficult, so we won t cover this kind of connection in this book.
You created a session using the Create() method of the NetworkSession class, according to what you learned in the previous chapter. You also initialized the network scene object to reflect the action that you just took, setting its state to creating and showing a message that you were waiting for the other player to join the session. The HookSessionEvents() method signs some events that you need to handle for the session control, also according to what you saw in the previous chapter. In this Rock Rain version you handle the events that happen when the player joins a game and when the player terminates the session:
/// <summary> /// After creating or joining a network session, we must subscribe to /// some events so we will be notified when the session changes state. /// </summary> void HookSessionEvents() { networkHelper.NetworkGameSession.GamerJoined += GamerJoinedEventHandler; networkHelper.NetworkGameSession.SessionEnded += SessionEndedEventHandler; }
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