CHAPTER 8 ■ NETWORKING IN XNA 3.0
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{
writer.Write(gameTime.TotalGameTime.Minutes);
writer.Write(gameTime.TotalGameTime.Seconds);
localGamer.SendData(writer, SendDataOptions.ReliableInOrder);
}
//receive data from all other players in session
foreach (LocalNetworkGamer localGamer in networkSession.LocalGamers)
{
while (localGamer.IsDataAvailable)
{
NetworkGamer sender;
localGamer.ReceiveData(reader, out sender);
string gamerTime = localGamer.Gamertag + " received from ";
gamerTime += sender.Gamertag + ": ";
gamerTime += reader.ReadInt32() + "m ";
gamerTime += reader.ReadInt32() + "s";
gamerTimes[sender.Gamertag] = gamerTime;
}
}
networkSession.Update();
}
break;
}
}
8-5. Search for Networking Sessions
Asynchronously
The Problem
Some networking ...