mNetworkSession.StartGame();\r
mNetworkSession.ResetReady();\r
\r
- Reset();\r
+ //Reset();\r
}\r
\r
\r
if (mNetworkSession.SessionState == NetworkSessionState.Lobby)\r
{\r
mLobby.Update(gameTime, this);\r
+\r
+ //if state started as lobby and was changed to playing, call reset.\r
+ if (mNetworkSession.SessionState == NetworkSessionState.Playing)\r
+ Reset();\r
}\r
else if (mNetworkSession.SessionState == NetworkSessionState.Playing)\r
{\r
- if (mGame.IsGameOver(LocalGamerInfo) || mGame.IsTerminated(LocalGamerInfo))\r
- {\r
- // TODO: Should support moving back to the session lobby.\r
- LeaveSession();\r
- return;\r
- }\r
+ //TODO reset needs to be called for all players, currently LocalGamerInfo throughs exception for all nonhosts\r
+ // because in start game reset is only called on hosts games thus other clients never get an updated list\r
+ // gamers.\r
+\r
+\r
+//thoughs exeption see TODO above\r
+ //if (mGame.IsGameOver(LocalGamerInfo) || mGame.IsTerminated(LocalGamerInfo))\r
+ //{\r
+ // // TODO: Should support moving back to the session lobby.\r
+ // LeaveSession();\r
+ // return;\r
+ //}\r
\r
if (HaveNeededEvents)\r
{\r