anx.framework/ANX.Framework/Net/NetworkSession.cs
2012-01-18 09:00:35 +00:00

408 lines
11 KiB
C#

using System;
using ANX.Framework.GamerServices;
using System.Collections.Generic;
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft public License (Ms-PL)
//
// 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
namespace ANX.Framework.Net
{
public sealed class NetworkSession : IDisposable
{
public const int MaxSupportedGamers = 31;
public const int MaxPreviousGamers = 100;
public event EventHandler<NetworkSessionEndedEventArgs> SessionEnded;
public event EventHandler<GamerJoinedEventArgs> GamerJoined;
public event EventHandler<GamerLeftEventArgs> GamerLeft;
public event EventHandler<GameStartedEventArgs> GameStarted;
public event EventHandler<GameEndedEventArgs> GameEnded;
public event EventHandler<HostChangedEventArgs> HostChanged;
public event EventHandler<InviteAcceptedEventArgs> InviteAccepted;
public event EventHandler<WriteLeaderboardsEventArgs> WriteArbitratedLeaderboard;
public event EventHandler<WriteLeaderboardsEventArgs> WriteTrueSkill;
public event EventHandler<WriteLeaderboardsEventArgs> WriteUnarbitratedLeaderboard;
public bool IsDisposed
{
get
{
throw new NotImplementedException();
}
}
public bool AllowJoinInProgress
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
public bool AllowHostMigration
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
public bool IsEveryoneReady
{
get
{
throw new NotImplementedException();
}
}
public bool IsHost
{
get
{
throw new NotImplementedException();
}
}
public NetworkSessionType SessionType
{
get
{
throw new NotImplementedException();
}
}
public NetworkSessionState SessionState
{
get
{
throw new NotImplementedException();
}
}
public int BytesPerSecondSent
{
get
{
throw new NotImplementedException();
}
}
public int BytesPerSecondReceived
{
get
{
throw new NotImplementedException();
}
}
public NetworkSessionProperties SessionProperties
{
get
{
throw new NotImplementedException();
}
}
public TimeSpan SimulatedLatency
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
public float SimulatedPacketLoss
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
public int PrivateGamerSlots
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
public int MaxGamers
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
public NetworkGamer Host
{
get
{
throw new NotImplementedException();
}
}
public GamerCollection<NetworkGamer> AllGamers
{
get
{
throw new NotImplementedException();
}
}
public GamerCollection<LocalNetworkGamer> LocalGamers
{
get
{
throw new NotImplementedException();
}
}
public GamerCollection<NetworkGamer> RemoteGamers
{
get
{
throw new NotImplementedException();
}
}
public GamerCollection<NetworkGamer> PreviousGamers
{
get
{
throw new NotImplementedException();
}
}
~NetworkSession()
{
Dispose();
}
public void Dispose()
{
throw new NotImplementedException();
}
public void Update()
{
throw new NotImplementedException();
}
public void StartGame()
{
throw new NotImplementedException();
}
public void EndGame()
{
throw new NotImplementedException();
}
public void ResetReady()
{
throw new NotImplementedException();
}
public void AddLocalGamer(SignedInGamer gamer)
{
throw new NotImplementedException();
}
public NetworkGamer FindGamerById(byte gamerId)
{
throw new NotImplementedException();
}
public static NetworkSession EndJoinInvited(IAsyncResult result)
{
throw new NotImplementedException();
}
public static NetworkSession Create(NetworkSessionType sessionType,
int maxLocalGamers, int maxGamers)
{
throw new NotImplementedException();
}
public static NetworkSession Create(NetworkSessionType sessionType,
int maxLocalGamers, int maxGamers, int privateGamerSlots,
NetworkSessionProperties sessionProperties)
{
throw new NotImplementedException();
}
public static NetworkSession Create(NetworkSessionType sessionType,
IEnumerable<SignedInGamer> localGamers, int maxGamers, int privateGamerSlots,
NetworkSessionProperties sessionProperties)
{
throw new NotImplementedException();
}
public static IAsyncResult BeginCreate(NetworkSessionType sessionType,
int maxLocalGamers, int maxGamers, AsyncCallback callback, object asyncState)
{
throw new NotImplementedException();
}
public static IAsyncResult BeginCreate(NetworkSessionType sessionType,
int maxLocalGamers, int maxGamers, int privateGamerSlots,
NetworkSessionProperties sessionProperties, AsyncCallback callback,
object asyncState)
{
throw new NotImplementedException();
}
public static IAsyncResult BeginCreate(NetworkSessionType sessionType,
IEnumerable<SignedInGamer> localGamers, int maxGamers, int privateGamerSlots,
NetworkSessionProperties sessionProperties, AsyncCallback callback,
object asyncState)
{
throw new NotImplementedException();
}
public static NetworkSession EndCreate(IAsyncResult result)
{
throw new NotImplementedException();
}
public static AvailableNetworkSessionCollection Find(NetworkSessionType sessionType,
int maxLocalGamers, NetworkSessionProperties searchProperties)
{
throw new NotImplementedException();
}
public static AvailableNetworkSessionCollection Find(NetworkSessionType sessionType,
IEnumerable<SignedInGamer> localGamers, NetworkSessionProperties searchProperties)
{
throw new NotImplementedException();
}
public static IAsyncResult BeginFind(NetworkSessionType sessionType,
int maxLocalGamers, NetworkSessionProperties searchProperties,
AsyncCallback callback, object asyncState)
{
throw new NotImplementedException();
}
public static IAsyncResult BeginFind(NetworkSessionType sessionType,
IEnumerable<SignedInGamer> localGamers, NetworkSessionProperties searchProperties,
AsyncCallback callback, object asyncState)
{
throw new NotImplementedException();
}
public static AvailableNetworkSessionCollection EndFind(IAsyncResult result)
{
throw new NotImplementedException();
}
public static NetworkSession Join(AvailableNetworkSession availableSession)
{
throw new NotImplementedException();
}
public static IAsyncResult BeginJoin(AvailableNetworkSession availableSession,
AsyncCallback callback, object asyncState)
{
throw new NotImplementedException();
}
public static NetworkSession EndJoin(IAsyncResult result)
{
throw new NotImplementedException();
}
public static NetworkSession JoinInvited(int maxLocalGamers)
{
throw new NotImplementedException();
}
public static NetworkSession JoinInvited(IEnumerable<SignedInGamer> localGamers)
{
throw new NotImplementedException();
}
public static IAsyncResult BeginJoinInvited(int maxLocalGamers,
AsyncCallback callback, object asyncState)
{
throw new NotImplementedException();
}
public static IAsyncResult BeginJoinInvited(IEnumerable<SignedInGamer> localGamers,
AsyncCallback callback, object asyncState)
{
throw new NotImplementedException();
}
}
}