<?xml version="1.0" encoding="UTF-8" ?>
<?xml-stylesheet type="text/xsl" href="http://forums.xna.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Networking</title><link>http://forums.xna.com/forums/68.aspx</link><description>Microsoft.Xna.Framework.Net, TCP/IP, etc.</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 0.0)</generator><item><title>Network lobby questions</title><link>http://forums.xna.com/forums/thread/253776.aspx</link><pubDate>Sat, 21 Nov 2009 11:21:02 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253776</guid><dc:creator>Olle Hakansson</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/253776.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=253776</wfw:commentRss><description>Hi, &lt;br /&gt;
&lt;br /&gt;
I&amp;#39;m working on the design for my network lobby and I have some questions that I hope someone here can answer! I basically want to have a lobby that lets you modify as many variables as possible, compared to having to restart the lobby and let other players rejoin in order to make the changes. So, questions:&lt;br /&gt;
&lt;br /&gt;
1. Can I modify PrivateGamerSlots and MaxGamers for a game in lobby mode? If I have say 8 players who have joined and I set MaxGamers to 2, will everyone but one of them be kicked? Who would not be kicked then? Is it the same for PrivateGamerSlots?&lt;br /&gt;
2. Is there any built-in mechanism for kicking players (i.e. through the guide or such) or do I have to make my own GUI elements for this?&lt;br /&gt;
3. Is it customary to have a text chat for lobbys? I can see why people would want it (&amp;quot;*whiiiiine* I don&amp;#39;t want to play _that_ map!&amp;quot;) but I guess not that many have keyboards. Relying on voice chat is always an alternative I guess. Another alternative is to not allow any changes of the game settings after the lobby has been created, leaving the joining player to choose exactly what he or she wants. But you will still miss out of post-game chit-chat, and of course it goes against my previously mentioned design... Opionions?&lt;br /&gt;</description></item><item><title>Zune HD Networking, TCP/IP, not Ad hoc</title><link>http://forums.xna.com/forums/thread/248088.aspx</link><pubDate>Thu, 05 Nov 2009 21:16:31 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:248088</guid><dc:creator>lilj8069</dc:creator><slash:comments>7</slash:comments><comments>http://forums.xna.com/forums/thread/248088.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=248088</wfw:commentRss><description>I know that this may be out in left field but microsoft somehow allowed themselves to run a browser on the Zune HD, how can programmers write apps that allow us to utilize TCP/IP so we&amp;#39;re not constrained by the XNA net framework? Goin nuts tryin to figure it out...&lt;br /&gt;
Thanks&lt;br /&gt;</description></item><item><title>Wait... So let me get this straight</title><link>http://forums.xna.com/forums/thread/253181.aspx</link><pubDate>Thu, 19 Nov 2009 19:51:32 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253181</guid><dc:creator>Funkbrotha10</dc:creator><slash:comments>5</slash:comments><comments>http://forums.xna.com/forums/thread/253181.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=253181</wfw:commentRss><description>So if I want to use the XNA built in networking on a PC game&amp;nbsp; I have to have a premium membership AND everybody that playes the game has to have a premium membership?&lt;br /&gt;
&lt;br /&gt;
isn&amp;#39;t the point of multiplayer is for people to play with a range of other people? not just 20-30 that have premuim?&lt;br /&gt;</description></item><item><title>Networking doubt</title><link>http://forums.xna.com/forums/thread/232243.aspx</link><pubDate>Tue, 29 Sep 2009 16:16:10 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:232243</guid><dc:creator>Luismi</dc:creator><slash:comments>5</slash:comments><comments>http://forums.xna.com/forums/thread/232243.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=232243</wfw:commentRss><description>Hi, &lt;br /&gt;
&lt;br /&gt;
My name is Luismi and I&amp;#39;m from Spain even though nowadays I&amp;#39;m in Ireland. I have to do my computing project here, and my option for that is the following : Make a multiplayer game for Xbox 360 and Zune HD (the same game) and play online with both machines.&lt;br /&gt;
Nevertheless, I don&amp;#39;t know if I would be able to connect Xbox 360 and Zune HD to the same server an play the same game online, a kind of cross-platform multiplayer.&lt;br /&gt;
&lt;br /&gt;
If anyone can help me.&lt;br /&gt;
&lt;br /&gt;
Thank you.</description></item><item><title>Network testing problems - Session not found. It may have ended, or there may be no network connectivity between the local machine and session host.</title><link>http://forums.xna.com/forums/thread/198341.aspx</link><pubDate>Fri, 10 Jul 2009 18:24:29 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:198341</guid><dc:creator>The Unallied</dc:creator><slash:comments>2</slash:comments><comments>http://forums.xna.com/forums/thread/198341.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=198341</wfw:commentRss><description>Hello everyone, I am beginning to test my first multiplayer xna game, but I cannot seem to get a network session working.  I am now using the ClientServer sample, setting my xbox as the server and trying to connect from my pc.  Creating and finding the session is fine, but once I pass any AvailableNetworkSession (returned from NetworkSession.Find) to NetworkSession.Join I get the error:

&amp;quot;Session not found. It may have ended, or there may be no network connectivity between the local machine and session host.&amp;quot;

I searched the error, but only got two forum links: 
http://forums.xna.com/forums/t/33349.aspx
http://forums.xna.com/forums/t/30679.aspx

I can provide as much info about my network as possible, but it is a simple setup so I don&amp;#39;t know why it won&amp;#39;t work.  I doubt the problem is using a local pc gamer, since one of the earlier users reported neither systemlink or playermatch working.  The other user said playermatch wasn&amp;#39;t working on some xna examples, but DID work for NetRumble (unfortunately after this the TC vowed to do more research and did no follow-up posting).  

I am using the ClientServer example with no modifications, trying to create a SystemLink match, and having absolutely no luck.  I hope someone can shed some light on this, as I need a way to test networked games.  Any advice would be helpful, thank you!</description></item><item><title>How to test multiplayer network game locally?</title><link>http://forums.xna.com/forums/thread/193237.aspx</link><pubDate>Thu, 25 Jun 2009 09:23:06 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:193237</guid><dc:creator>XNAMike</dc:creator><slash:comments>7</slash:comments><comments>http://forums.xna.com/forums/thread/193237.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=193237</wfw:commentRss><description>Hi,&lt;br /&gt;
We&amp;#39;re working on a multiplayer game, however we&amp;#39;ve run into some problems testing. I just realized we need to launch the game on two computers to be able to test it, however it seems I cannot use the same gamer tag (or Live account if you will) for both clients. What exactly do we need to test?&lt;br /&gt;
&lt;br /&gt;
I&amp;#39;ve got a paid XNA creators club membership. The other developer has a Windows Live ID and a gamer tag. When we try to launch the Client/Server example on two machines on the local network we get an error message stating that no game sessions can be found.&lt;br /&gt;
&lt;br /&gt;
Any ideas?&lt;br /&gt;
&lt;br /&gt;
--Mike</description></item><item><title>Signing in to XBL while debuggin on PC</title><link>http://forums.xna.com/forums/thread/244893.aspx</link><pubDate>Thu, 29 Oct 2009 01:14:32 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:244893</guid><dc:creator>ToddWorld</dc:creator><slash:comments>7</slash:comments><comments>http://forums.xna.com/forums/thread/244893.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=244893</wfw:commentRss><description>I apologize if this is a seemingly obvious question but I&amp;#39;m giving my first shot at signing in an account. Is signing in something you can test on the PC, or do I HAVE to send the build to the 360? &lt;br /&gt;
&lt;br /&gt;
I&amp;#39;ve recently purchased Riemer Grootjans &amp;quot;XNA 3.0 Game Programming Recipes&amp;quot; and tried his&amp;nbsp; sample on signing in and keep getting an exception &lt;br /&gt;
&amp;quot;The function cannot be completed at this time: the Guide UI is already active. Wait until Guide.IsVisible is false before issuing this call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Since he doesn&amp;#39;t specify the build is going to the PC or 360, I thought that might have something to do with it.&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
Todd&lt;br /&gt;</description></item><item><title>A qustion about a network.</title><link>http://forums.xna.com/forums/thread/249203.aspx</link><pubDate>Mon, 09 Nov 2009 06:38:00 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:249203</guid><dc:creator>proteinbeer</dc:creator><slash:comments>3</slash:comments><comments>http://forums.xna.com/forums/thread/249203.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=249203</wfw:commentRss><description>is it possible forwarding images or files to other players while loading or something?&lt;br /&gt;
like a warcraft battle.net there u download map files (custom) from other users.&lt;br /&gt;
&lt;br /&gt;
and one more thing, is it also possible to create a game that has a main lobby and game rooms?&lt;br /&gt;
&lt;br /&gt;
thx in advance.</description></item><item><title>PC/XBOX Connection</title><link>http://forums.xna.com/forums/thread/242826.aspx</link><pubDate>Sat, 24 Oct 2009 14:49:42 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:242826</guid><dc:creator>Mouse88</dc:creator><slash:comments>12</slash:comments><comments>http://forums.xna.com/forums/thread/242826.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=242826</wfw:commentRss><description>I have just purchased my premium membership and im pulling my hair out trying to get my pc and xbox connected. &lt;br /&gt;
&lt;br /&gt;
My xbox and pc are both connecting to the internet via a wireless router.&lt;br /&gt;
&lt;br /&gt;
I have tried to connect as per Microsofts instructions and here the messages I get:&lt;br /&gt;
&lt;br /&gt;
&lt;p&gt;&lt;strong&gt;Initiated search on the local subnet for your Xbox 360 using the connection key you typed.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Found l at IP address 192.168.0.4.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Session created.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Connecting to l at IP address 192.168.0.4:1002...&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;An internal network error occurred trying to reach host l. Make sure that l is connected on your local subnet and waiting for a connection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;And on the xbox in XNA Game Studio Connect it says:&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Timeout while accepting connection from 192.168.0.2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;/strong&gt;Can anyone help with this at all?&lt;br /&gt;
&lt;br /&gt;
 &lt;/p&gt;</description></item><item><title>Lobby system using Lidgren</title><link>http://forums.xna.com/forums/thread/247318.aspx</link><pubDate>Wed, 04 Nov 2009 02:31:24 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:247318</guid><dc:creator>kalzone</dc:creator><slash:comments>2</slash:comments><comments>http://forums.xna.com/forums/thread/247318.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=247318</wfw:commentRss><description>I&amp;#39;ve recently started developing a Windows-based platformer using XNA (using the PSK and the network game state management tutorial as a starting point), but I&amp;#39;m having some difficulty understanding how to implement a lobby for local games.  Obviously the network GSM tutorial put in rudimentary lobbies, but virtually none of that code is useful to me since, without a GFWL license, there&amp;#39;s no sense in using the XNA networking framework, so I&amp;#39;m using Lidgren.&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;For multiplayer games over the Internet, my thought was to set up a dedicated server with a static IP that the game will connect to and use as a global lobby and chat server.  Then, any time someone would create a session, they&amp;#39;d register that session information with the lobby, and all players connected to the lobby would see that room listed.  Before I go on, does that sound like the best way to implement a global lobby?&lt;br /&gt;&lt;br /&gt;Assuming that logic is roughly correct, I&amp;#39;m not sure how to handle a session being hosted over a local network.  Somehow, I need to have the host broadcast the availability of the room, right?  What exactly is the best way to go about doing that?  I suppose the local lobby, upon loading, could get a table of local IPs and send a packet to each of them requesting session information, but that just seems...incredibly inefficient.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Anyway, I&amp;#39;d appreciate any advice regarding either problem.&lt;/div&gt;</description></item><item><title>Complying with the evil checklist and XNA networking</title><link>http://forums.xna.com/forums/thread/248516.aspx</link><pubDate>Fri, 06 Nov 2009 21:43:11 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:248516</guid><dc:creator>Raining Talent LLC</dc:creator><slash:comments>11</slash:comments><comments>http://forums.xna.com/forums/thread/248516.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=248516</wfw:commentRss><description>If you have a gold profile signed in and also a silver profile logged
in and try to find or join a network session get, you receive an error.
Meaning I have to force players silver or offline to log out in order
to continue. I have changed the code a million times to comply with
these checklist items, but it seems contradictory. If literally cannot
have a logged in profile that is silver or offline, how can I comply
with keeping all players signed in? On top of that I was advised in my
playtest thread I should ignore the input of other players and always
allow 4 local players to prevent force signing out, but that is simply
not possible then. &lt;br /&gt;
&lt;br /&gt;
You cannot designate a player index for who is playing, and it will
always start the session with the first signed in player, etc.&lt;br /&gt;
&lt;br /&gt;
I know people have had network games passed, obviously, so can someone shed some light on this?</description></item><item><title>useing a librairy</title><link>http://forums.xna.com/forums/thread/248434.aspx</link><pubDate>Fri, 06 Nov 2009 18:30:57 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:248434</guid><dc:creator>weird P</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/248434.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=248434</wfw:commentRss><description>ok this sounds really newb how i just dont know how to :)&lt;br /&gt;
how can i &amp;#39;import the lidrgen library so i can use it?&lt;br /&gt;
edit: ok.. i got it to compile ect... should have just tried a little more before asking :)&lt;br /&gt;
&lt;br /&gt;
for those who are interested, in the ligren XNA solution you have to change the refference to XNA framework file location absolute to false!&lt;br /&gt;</description></item><item><title>Mobile Ad Hoc Network (MANET)</title><link>http://forums.xna.com/forums/thread/246379.aspx</link><pubDate>Mon, 02 Nov 2009 06:08:46 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:246379</guid><dc:creator>archistrage</dc:creator><slash:comments>3</slash:comments><comments>http://forums.xna.com/forums/thread/246379.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=246379</wfw:commentRss><description>Hey everyone.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
Okay, so most of you probably know what an Ad Hoc network is.&amp;nbsp; It&amp;#39;s where a computer with a wireless adapter acts as a router.&amp;nbsp; People connect through that computer, and can share files, connect to the internet, play games, etc.&amp;nbsp; A common method in using one is to have a computer with a wired internet connection, fix it with a wifi adapter, and connect other computer through there, without having to spend money on a wireless router, which can run over a hundred dollars (sometimes cheaper, I know, but you get the point for my example).&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
One of the key features both in an Ad Hoc, and the standard network connection (with a wireless router), is that they have the standard Server-Client approach.&amp;nbsp; Another method being pursued these days is the Mobile Ad Hoc Network.&amp;nbsp; Which is a true P2P network.&amp;nbsp; In this approach, every computer on the network acts as a Server and Client.&amp;nbsp; In this way, a person can move around amongst every computer, and never lose connection, because the computer automatically connects to a computer with a good signal, and everyone else&amp;#39;s computer does the same.&lt;br /&gt;
&lt;br /&gt;
So, my question to you guys is, how the #@!! do you set one of these networks up in Windows?&amp;nbsp; Using either Windows XP, or if somehow you already know, in Windows 7&amp;nbsp; (NO VISTA!!!).&amp;nbsp; I&amp;#39;ve been browsing the web for several hours, and can&amp;#39;t find squat as to how to set one up.&amp;nbsp; Several people have mentioned needing specific software, which is okay with me, or either tweaking a few settings to get it working, which is again, okay with me.&lt;br /&gt;
&lt;br /&gt;
Right now I would really like to figure out how to do one just using what comes in Windows, but if any of you guys know the code for doing this in either C# or C++ that would be amazing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks guys,&lt;br /&gt;
Archistrage&lt;br /&gt;</description></item><item><title>Are Xbox Live leaderboards possible yet??</title><link>http://forums.xna.com/forums/thread/201324.aspx</link><pubDate>Sun, 19 Jul 2009 17:23:41 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:201324</guid><dc:creator>SedativeChunk</dc:creator><slash:comments>22</slash:comments><comments>http://forums.xna.com/forums/thread/201324.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=201324</wfw:commentRss><description>From some older post I&amp;#39;ve read, Xbox Live is not supported by XNA. Is it still blocked? I wanted to add leaderboard support to my game if possible over Xbox Live. I have my own web server to do this, but is networking and server access still blocked through the latest version of XNA?</description></item><item><title>Need help or tutorial to create LAN game</title><link>http://forums.xna.com/forums/thread/70366.aspx</link><pubDate>Sun, 22 Jun 2008 04:39:39 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:70366</guid><dc:creator>I Made bakti kurniawan</dc:creator><slash:comments>5</slash:comments><comments>http://forums.xna.com/forums/thread/70366.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=70366</wfw:commentRss><description>&lt;p&gt;&amp;nbsp;Anyone have any source or tutorial that i can use to create a multiplayer game based on LAN?&lt;/p&gt;
&lt;p&gt;should i use winsock or another lib?&lt;/p&gt;
&lt;p&gt;thx&lt;/p&gt;
</description></item><item><title>Question about Network Capabilities in XBLIG games.</title><link>http://forums.xna.com/forums/thread/244708.aspx</link><pubDate>Wed, 28 Oct 2009 15:56:24 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:244708</guid><dc:creator>creasso</dc:creator><slash:comments>2</slash:comments><comments>http://forums.xna.com/forums/thread/244708.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=244708</wfw:commentRss><description>Hi.&lt;br /&gt;
&lt;br /&gt;
My question is regarding the kind of connection that can be made within external databases:&lt;br /&gt;
 &lt;br /&gt;
Do I can keep some sort of Leaderboard somewhere on the web and make a game update it? &lt;br /&gt;
Reason to ask: The idea is use a &amp;quot;XNBded&amp;quot; xml file that the game can read containing the LB status.&lt;br /&gt;
&lt;br /&gt;
Does MS allow the 360 games to download data packages than not from the own marketplace?&lt;br /&gt;
Reason to ask: Is not an update that the players need to pay for and it will change on the fly.&lt;br /&gt;
&lt;br /&gt;
If MS don&amp;#39;t allow such thing to be done externally... Is there some kind of service that you offer to do such thing?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Best wishes.&lt;br /&gt;
&lt;br /&gt;
creasso</description></item><item><title>Exception in NetworkSession update</title><link>http://forums.xna.com/forums/thread/212948.aspx</link><pubDate>Wed, 12 Aug 2009 02:30:23 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:212948</guid><dc:creator>Adam and Perusse</dc:creator><slash:comments>4</slash:comments><comments>http://forums.xna.com/forums/thread/212948.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=212948</wfw:commentRss><description>I&amp;#39;m currently doing multiple tests with my game and came upon an exception deep in the XNA networking code.&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I can repro the error very easily and I was wondering if anyone else was able to repro this issue (or if Microsoft could confirm that it is a valid issue in the XNA framework). If anyone can confirm, I can add it to MS Connect.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;My game supports having guests on each machine, this is important if you want to repro the exception. Those tests are done on Xbox through Xbox Live, using XNA GS 3.1.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Here are the repro steps:&lt;/div&gt;&lt;div&gt;&lt;ol&gt;    &lt;li&gt;Create a new Live session with only one local gamer signed-in.&lt;/li&gt;    &lt;li&gt;Have a remote gamer join your game with a guest (he should already have a guest signed in before joining your session).&lt;/li&gt;    &lt;li&gt;Have the remote gamer leave the session.&lt;/li&gt;    &lt;li&gt;Repeat steps 2 and 3 with the same gamers.&lt;/li&gt;&lt;/ol&gt;&lt;div&gt;I get the following crash after doing steps 2-3 about three times:&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;A first chance exception of type &amp;#39;System.InvalidOperationException&amp;#39; occurred in Microsoft.Xna.Framework.dll&lt;/div&gt;&lt;div&gt;An unexpected error has occurred.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Here&amp;#39;s the call stack:&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;&lt;em&gt;Microsoft.Xna.Framework.GamerServices.GamerCollection`1.&lt;/em&gt;&lt;strong&gt;&lt;em&gt;FindGamerWithInternalIndexAndRemove&lt;/em&gt;&lt;/strong&gt;&lt;em&gt;(Int32 index)&lt;/em&gt;&lt;/div&gt;&lt;div&gt;&lt;em&gt;Microsoft.Xna.Framework.Net.NetworkSession.ProcessGamerLeft(Byte*&amp;amp; readData)&lt;/em&gt;&lt;/div&gt;&lt;div&gt;&lt;em&gt;Microsoft.Xna.Framework.Net.NetworkSession.ProcessUpdateResults(Int32 outputDataSize)&lt;/em&gt;&lt;/div&gt;&lt;div&gt;&lt;em&gt;Microsoft.Xna.Framework.Net.NetworkSession.Update()&lt;/em&gt;&lt;/div&gt;&lt;div&gt;&lt;em&gt;...&lt;/em&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I only get this error when the remote machine is joining with a guest. If the remote machine only has one player signed in, I don&amp;#39;t get the crash.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;This error is also unrecoverable. The next time you call NetworkSession.Update(), the call stack stops at &amp;quot;Microsoft.Xna.Framework.Net.NetworkSession.&lt;strong&gt;ProcessUpdateResults&lt;/strong&gt;(Int32 outputDataSize)&amp;quot; with an InvalidOperationException.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;The only way to recover is to Dispose the network session, which I&amp;#39;m doing in my game while giving the players an error message that the network session has ended.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Thanks,&lt;/div&gt;&lt;div&gt;Jean-François Pérusse&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</description></item><item><title>Unable to cast object of type 'Microsoft.Xna.Framework.Net.NetworkGamer' to type 'Microsoft.Xna.Framework.Net.LocalNetworkGamer'.</title><link>http://forums.xna.com/forums/thread/243383.aspx</link><pubDate>Sun, 25 Oct 2009 21:20:01 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:243383</guid><dc:creator>Kagadome</dc:creator><slash:comments>4</slash:comments><comments>http://forums.xna.com/forums/thread/243383.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=243383</wfw:commentRss><description>&lt;span style="white-space:pre-wrap;font-family:monospace;color:#000000;"&gt;&lt;div&gt;&lt;span style="font-family:arial, helvetica, sans-serif;font-size:12px;"&gt;I have no problems with CreateSession() and JoinSession() when the host starts the server. I get the exception mentioned in the subject when another network gamer tries to join the session. Specifically in the GamerJoinedEventHandler inside the else statement during the cast. Am I going about this the wrong way? All gamers are on separate machines.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="overflow-x:auto;overflow-y:auto;background-color:white;border-top-style:solid;border-right-style:solid;border-bottom-style:solid;border-left-style:solid;border-top-width:1px;border-right-width:1px;border-bottom-width:1px;border-left-width:1px;border-top-color:#7f9db9;border-right-color:#7f9db9;border-bottom-color:#7f9db9;border-left-color:#7f9db9;font-family:&amp;#39;courier new&amp;#39;;font-size:11px;"&gt;&lt;table cellpadding="0" cellspacing="0" style="width:99%;margin-top:2px;margin-right:0px;margin-bottom:2px;margin-left:0px;border-collapse:collapse;border-bottom-style:solid;border-bottom-color:#eeeeee;background-color:#ffffff;border-top-width:0px;border-right-width:0px;border-bottom-width:0px;border-left-width:0px;"&gt;                &lt;tr&gt;            &lt;td&gt;&lt;span style="font-size:11px;"&gt;&lt;/span&gt;&lt;span style="color:blue;"&gt;private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; LocalNetworkGamer server; &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:blue;"&gt;private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; LocalNetworkGamer localGamer; &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:blue;"&gt;public&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:blue;"&gt;void&lt;/span&gt;&lt;span style="font-size:11px;"&gt; CreateSession() &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;{ &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;    &lt;span style="color:blue;"&gt;try&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;    { &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;        networkSession =                              &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;                     NetworkSession.Create(NetworkSessionType.SystemLink, &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;                                           NetworkGlobals.MAX_LOCAL_GAMERS,    &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;                                           NetworkGlobals.MAX_GAMERS); &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;                 &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;        networkSession.GamerJoined += GamerJoinedEventHandler; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;        networkSession.SessionEnded += SessionEndedEventHandler; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;    } &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;    &lt;span style="color:blue;"&gt;catch&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (System.Exception e) &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;    { &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:green;"&gt;// Error handling removed for brevity&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;    } &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;} &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:blue;"&gt;public&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:blue;"&gt;void&lt;/span&gt;&lt;span style="font-size:11px;"&gt; JoinSession() &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;{ &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;    &lt;span style="color:blue;"&gt;try&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;    { &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:green;"&gt;// Search for sessions.&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;        &lt;span style="color:blue;"&gt;using&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (AvailableNetworkSessionCollection availableSessions = &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;                   NetworkSession.Find(NetworkSessionType.SystemLink, &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;                                       NetworkGlobals.MAX_LOCAL_GAMERS, &lt;span style="color:blue;"&gt;null&lt;/span&gt;&lt;span style="font-size:11px;"&gt;)) &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;        { &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;            &lt;span style="color:blue;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (availableSessions.Count == 0) &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;            { &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;                &lt;span style="color:blue;"&gt;throw&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:blue;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; System.Exception(&lt;/span&gt;&lt;span style="color:blue;"&gt;&amp;quot;No sessions found&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;); &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;            } &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;            &lt;span style="color:green;"&gt;// Join the first session we find.&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;            networkSession = NetworkSession.Join(availableSessions[0]); &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;            networkSession.GamerJoined += GamerJoinedEventHandler; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;            networkSession.SessionEnded += SessionEndedEventHandler; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;        } &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;    } &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;    &lt;span style="color:blue;"&gt;catch&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (System.Exception e) &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;    { &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;        &lt;span style="color:blue;"&gt;throw&lt;/span&gt;&lt;span style="font-size:11px;"&gt; e; &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;    } &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;} &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;&lt;span style="color:blue;"&gt;private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:blue;"&gt;void&lt;/span&gt;&lt;span style="font-size:11px;"&gt; GamerJoinedEventHandler(&lt;/span&gt;&lt;span style="color:blue;"&gt;object&lt;/span&gt;&lt;span style="font-size:11px;"&gt; sender, GamerJoinedEventArgs e) &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;{ &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;    &lt;span style="color:blue;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (e.Gamer.IsHost) &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;    { &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;        server = (LocalNetworkGamer) e.Gamer; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;    } &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;    &lt;span style="color:blue;"&gt;else&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;    { &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;        localGamer = (LocalNetworkGamer) e.Gamer; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;    } &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;    Player player = &lt;span style="color:blue;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Player(e.Gamer); &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;    e.Gamer.Tag = player; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;} &lt;/td&gt;        &lt;/tr&gt;    &lt;/table&gt;&lt;/div&gt;&lt;br /&gt;&lt;/span&gt;</description></item><item><title>How to properly get the GamerTag</title><link>http://forums.xna.com/forums/thread/242137.aspx</link><pubDate>Thu, 22 Oct 2009 23:57:36 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:242137</guid><dc:creator>Kagadome</dc:creator><slash:comments>4</slash:comments><comments>http://forums.xna.com/forums/thread/242137.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=242137</wfw:commentRss><description>&lt;div style="overflow-x:auto;overflow-y:auto;background-color:white;border-top-style:solid;border-right-style:solid;border-bottom-style:solid;border-left-style:solid;border-top-width:1px;border-right-width:1px;border-bottom-width:1px;border-left-width:1px;border-top-color:#7f9db9;border-right-color:#7f9db9;border-bottom-color:#7f9db9;border-left-color:#7f9db9;font-family:&amp;#39;courier new&amp;#39;;font-size:11px;"&gt;&lt;table cellpadding="0" cellspacing="0" style="width:99%;margin-top:2px;margin-right:0px;margin-bottom:2px;margin-left:0px;border-collapse:collapse;border-bottom-style:solid;border-bottom-color:#eeeeee;background-color:#ffffff;border-top-width:0px;border-right-width:0px;border-bottom-width:0px;border-left-width:0px;"&gt;                &lt;tr&gt;            &lt;td&gt;&lt;span style="font-size:11px;"&gt;&lt;/span&gt;&lt;span style="color:blue;"&gt;I was hoping to use the Player.GamerId to find my Player, but no luck for me. I wrote the following, which works, but I am wondering if there is an easier way?&lt;br /&gt;            &lt;br /&gt;            &lt;br /&gt;            private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:blue;"&gt;void&lt;/span&gt;&lt;span style="font-size:11px;"&gt; GamerJoinedEventHandler(&lt;/span&gt;&lt;span style="color:blue;"&gt;object&lt;/span&gt;&lt;span style="font-size:11px;"&gt; sender, GamerJoinedEventArgs e) &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;{ &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;    Player player = &lt;span style="color:blue;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Player { GamerId = e.Gamer.Id, GamerTag = e.Gamer.Gamertag}; &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;    e.Gamer.Tag = player; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;    ... &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;} &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;&lt;span style="color:blue;"&gt;public&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:blue;"&gt;static&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Player GetPlayerByGamerTag(&lt;/span&gt;&lt;span style="color:blue;"&gt;string&lt;/span&gt;&lt;span style="font-size:11px;"&gt; gamerTag) &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;{ &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;    Player player = &lt;span style="color:blue;"&gt;null&lt;/span&gt;&lt;span style="font-size:11px;"&gt;; &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;    &lt;span style="color:blue;"&gt;foreach&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (Gamer gamer &lt;/span&gt;&lt;span style="color:blue;"&gt;in&lt;/span&gt;&lt;span style="font-size:11px;"&gt; NetworkGamer.SignedInGamers) &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;    { &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:blue;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (gamer.Gamertag.ToUpper().CompareTo(gamerTag.ToUpper()) == 0) &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;        { &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;            player = gamer.Tag &lt;span style="color:blue;"&gt;as&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Player; &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;            &lt;span style="color:blue;"&gt;break&lt;/span&gt;&lt;span style="font-size:11px;"&gt;; &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;        } &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;    } &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td style="background-color:#f7f7f7;"&gt;    &lt;span style="color:blue;"&gt;return&lt;/span&gt;&lt;span style="font-size:11px;"&gt; player; &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;} &lt;/td&gt;        &lt;/tr&gt;    &lt;/table&gt;&lt;/div&gt;</description></item><item><title>GamerServicesNotAvailableException</title><link>http://forums.xna.com/forums/thread/40200.aspx</link><pubDate>Sat, 05 Jan 2008 19:25:24 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:40200</guid><dc:creator>Pigyman</dc:creator><slash:comments>19</slash:comments><comments>http://forums.xna.com/forums/thread/40200.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=40200</wfw:commentRss><description>&lt;P&gt;While initializing my GamerServicesComponent I got the following exception:&lt;/P&gt;
&lt;P&gt;Microsoft.Xna.Framework.GamerServices.GamerServicesNotAvailableException was unhandled&lt;BR&gt;&amp;nbsp; Message="Error initializing Games for Windows - LIVE. Another program is already using this functionality."&lt;BR&gt;&amp;nbsp; Source="Microsoft.Xna.Framework"&lt;BR&gt;&amp;nbsp; StackTrace:&lt;BR&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; at Microsoft.Xna.Framework.GamerServices.KernelMethods.ProxyProcess.WaitForRemoteProcessToInitialize()&lt;BR&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; at Microsoft.Xna.Framework.GamerServices.KernelMethods.ProxyProcess..ctor(UserPacketBuffer packetBuffer)&lt;BR&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; at Microsoft.Xna.Framework.GamerServices.KernelMethods.Initialize(UserPacketBuffer packetBuffer)&lt;BR&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; at Microsoft.Xna.Framework.GamerServices.GamerServicesDispatcher.Initialize(IServiceProvider serviceProvider)&lt;BR&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; at Microsoft.Xna.Framework.GamerServices.GamerServicesComponent.Initialize()&lt;BR&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; at Microsoft.Xna.Framework.Game.Initialize()...&lt;/P&gt;
&lt;P&gt;Does anyone know how to fix this?&amp;nbsp; Thanks.&lt;/P&gt;</description></item><item><title>Single player game and networking</title><link>http://forums.xna.com/forums/thread/239617.aspx</link><pubDate>Sat, 17 Oct 2009 14:44:19 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:239617</guid><dc:creator>Radly</dc:creator><slash:comments>9</slash:comments><comments>http://forums.xna.com/forums/thread/239617.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=239617</wfw:commentRss><description>I&amp;#39;m working on a single player game that needs to get data from a data server on the local network.&amp;nbsp; So far the only networking samples I can find relate to networking multiplayer games, the Network Architecture ClientServer example being the best case in point.&amp;nbsp; I tried adapting it, but the NetworkSession.Create function will not allow a session with only one player.&amp;nbsp; The basic idea is for the game running on an Xbox connected to a local area network to have a simple exchange of data packets with a PC on the same network.&amp;nbsp; The PC is controlling a device (Novint Falcon, in case you&amp;#39;re curious) with which the game player is interacting.&amp;nbsp; Can someone point me in the right direction?&lt;br /&gt;</description></item><item><title>Distributing a Network Game</title><link>http://forums.xna.com/forums/thread/241116.aspx</link><pubDate>Tue, 20 Oct 2009 23:28:55 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:241116</guid><dc:creator>Tikihead Software</dc:creator><slash:comments>2</slash:comments><comments>http://forums.xna.com/forums/thread/241116.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=241116</wfw:commentRss><description>Hello, I&amp;#39;m rather new here. If I create a game using network functions and I wish to distribute this to other computers, do they have to install XNA Game Studio 3.1? I read in a book that if you make a networked game in XNA 3.0 the other computers must have XNA Game Studio 3.0 installed for the networking functions to work. Yes, I already tried searching for this problem. Thanks.&lt;br /&gt;</description></item><item><title>Non purchase region - can I connect once approved?</title><link>http://forums.xna.com/forums/thread/239898.aspx</link><pubDate>Sun, 18 Oct 2009 12:51:37 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:239898</guid><dc:creator>Roonda</dc:creator><slash:comments>2</slash:comments><comments>http://forums.xna.com/forums/thread/239898.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=239898</wfw:commentRss><description>I come from an region that is not supported for purchasing. Once my game is approved, will I be able to connect to other people who purchase the game? In other words, for the purpose of networking, is the game I submit for review exactly the same as the game that is for sale on XBLIG?&lt;br /&gt;
&lt;br /&gt;
I would assume so, but I just want to make sure as I&amp;#39;m planning on using Jon&amp;#39;s distributed leaderboard and leaving my xbox on to help the score distribution.&lt;br /&gt;</description></item><item><title>XBOX connection</title><link>http://forums.xna.com/forums/thread/239600.aspx</link><pubDate>Sat, 17 Oct 2009 12:24:17 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:239600</guid><dc:creator>Danny84ita</dc:creator><slash:comments>2</slash:comments><comments>http://forums.xna.com/forums/thread/239600.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=239600</wfw:commentRss><description>Hi everybody!&lt;br /&gt;
&lt;br /&gt;
I&amp;#39;m actually connecting my xbox to my laptop via cable. My laptop is wireless connected to a router on the subnet 192.168.1.x&lt;br /&gt;
To make my xbox access the internet i have to set its ip manually to 192.168.2.y&lt;br /&gt;
Now i run my game on both laptop and xbox but they cannot find SystemLink sessions...&lt;br /&gt;
I guess the problem is in the ip 192.168.1.xxx != 192.168.2.yyy where they should be on the same subnet... isn&amp;#39;t it?&lt;br /&gt;
&lt;br /&gt;
If so, is there a way to connect xbox to laptop making them share the same subnet? Is a wireless adapter needed?&lt;br /&gt;
&lt;br /&gt;
Tnx</description></item><item><title>SEND TEXTURES IN NETWEORK</title><link>http://forums.xna.com/forums/thread/238872.aspx</link><pubDate>Thu, 15 Oct 2009 18:43:27 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:238872</guid><dc:creator>Mai</dc:creator><slash:comments>9</slash:comments><comments>http://forums.xna.com/forums/thread/238872.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=68&amp;PostID=238872</wfw:commentRss><description>hi i want to send images from server to client when client sign in&lt;br /&gt;
soo i made a protocole &lt;br /&gt;
&lt;br /&gt;
0|image_length|byte of images&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
even for small images under 1024kbytes  it doesn&amp;#39;t work the image file is corrupted&lt;br /&gt;
&lt;br /&gt;
plz i want some help&lt;br /&gt;
\</description></item></channel></rss>