+ ready = false;\r
+ }\r
+ if (availableSessions != null && availableSessions.Count == 0)\r
+ currentState = lobbyState.FindGame;\r
+ else if (availableSessions != null && availableSessions.Count > 0)\r
+ {\r
+ if (currentKeyboardState.IsKeyDown(Keys.D1) && previousKeyboardState.IsKeyUp(Keys.D1) && availableSessions.Count > 0)\r
+ {\r
+ networkGame.JoinSession(availableSessions[0], JoinedSession);\r
+ }\r
+ else if (currentKeyboardState.IsKeyDown(Keys.D2) && previousKeyboardState.IsKeyUp(Keys.D2) && availableSessions.Count > 1)\r
+ {\r
+ networkGame.JoinSession(availableSessions[1], JoinedSession);\r
+ }\r
+ else if (currentKeyboardState.IsKeyDown(Keys.D3) && previousKeyboardState.IsKeyUp(Keys.D3) && availableSessions.Count > 2)\r
+ {\r
+ networkGame.JoinSession(availableSessions[2], JoinedSession);\r
+ }\r
+ else if (currentKeyboardState.IsKeyDown(Keys.D4) && previousKeyboardState.IsKeyUp(Keys.D4) && availableSessions.Count > 3)\r
+ {\r
+ networkGame.JoinSession(availableSessions[3], JoinedSession);\r
+ }\r
+\r
+ currentState = lobbyState.JoiningGame;\r
+\r
+ availableSessions.Dispose();\r
+ availableSessions = null;\r
+ }\r
+\r
+ break;\r
+\r
+ case lobbyState.Connected:\r
+ if (chatActive) //If chat is activated by pressing T all inputs go to chat. Enter finishes chat esc returns\r
+ {\r
+ if (currentKeyboardState.IsKeyDown(Keys.Escape) && previousKeyboardState.IsKeyUp(Keys.Escape))\r
+ {\r
+ chatActive = false;\r
+ break;\r
+ }\r
+ if (currentKeyboardState.IsKeyDown(Keys.Enter) && previousKeyboardState.IsKeyUp(Keys.Enter))\r
+ {\r
+ networkGame.SendChat(chatMessage);\r
+ chatActive = false;\r
+ break;\r
+ }\r
+ Keys[] k = currentKeyboardState.GetPressedKeys();\r
+ Keys[] kp = previousKeyboardState.GetPressedKeys();\r
+ List<Keys> newKeys = new List<Keys>();\r
+\r
+ for (int x = 0; x < k.Count(); x++) //copy new keys into array\r
+ {\r
+ if (!kp.Contains(k[x]))\r
+ {\r
+ newKeys.Add(k[x]);\r
+ }\r
+ }\r
+\r
+ foreach(Keys ky in newKeys)\r
+ {\r
+ if (ky.Equals(Keys.Back))\r
+ chatMessage = chatMessage.Substring(0, chatMessage.Length-1);\r
+ else if(ky.Equals(Keys.Space))\r
+ chatMessage = chatMessage + " ";\r
+ else\r
+ chatMessage = chatMessage + ky.ToString();\r
+ }\r
+ \r
+ }\r
+ else //normal op mode\r
+ {\r
+ UpdateChat(gameTime, networkGame);\r
+ chatMessage = "";\r
+ if (currentKeyboardState.IsKeyDown(Keys.T) && previousKeyboardState.IsKeyUp(Keys.T))\r
+ {\r
+ chatActive = true;\r
+ }\r
+ if (currentKeyboardState.IsKeyDown(Keys.X) && previousKeyboardState.IsKeyUp(Keys.X))\r
+ {\r
+ ready = false;\r
+ currentChat.Clear();\r
+ if (networkGame.HasActiveSession)\r
+ {\r
+ players = null;\r
+ networkGame.LeaveSession();\r
+ }\r
+ currentState = lobbyState.Welcome;\r
+\r
+ }\r
+ if (currentKeyboardState.IsKeyDown(Keys.R) && previousKeyboardState.IsKeyUp(Keys.R))\r
+ networkGame.LocalGamer.IsReady = true;\r
+\r
+ if (networkGame.HasActiveSession)\r
+ {\r
+ localPlayer = networkGame.LocalGamer;\r
+ players = networkGame.NetworkGamers;\r
+ if (players != null)\r
+ {\r
+ allReady = true;\r
+ foreach (NetworkGamer p in players)\r
+ if (p.IsReady == false)\r
+ {\r
+ allReady = false;\r
+ break;\r
+ }\r
+ }\r
+\r
+ //allows host to start the game when all players are ready, change count below to different number for testing with less then 4 players\r
+ if (allReady && players.Count == 4 && localPlayer == players[0])\r
+ {\r
+ if (currentKeyboardState.IsKeyDown(Keys.B) && previousKeyboardState.IsKeyUp(Keys.B))\r
+ {\r
+ networkGame.ForceStartGame();\r
+ }\r
+ }\r
+ }\r
+ else\r
+ currentState = lobbyState.Welcome;\r
+ }\r