本文整理匯總了Java中com.google.android.gms.games.GamesActivityResultCodes.RESULT_LEFT_ROOM屬性的典型用法代碼示例。如果您正苦於以下問題:Java GamesActivityResultCodes.RESULT_LEFT_ROOM屬性的具體用法?Java GamesActivityResultCodes.RESULT_LEFT_ROOM怎麽用?Java GamesActivityResultCodes.RESULT_LEFT_ROOM使用的例子?那麽, 這裏精選的屬性代碼示例或許可以為您提供幫助。您也可以進一步了解該屬性所在類com.google.android.gms.games.GamesActivityResultCodes
的用法示例。
在下文中一共展示了GamesActivityResultCodes.RESULT_LEFT_ROOM屬性的14個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: activityResponseCodeToString
static String activityResponseCodeToString(int respCode) {
switch (respCode) {
case Activity.RESULT_OK:
return "RESULT_OK";
case Activity.RESULT_CANCELED:
return "RESULT_CANCELED";
case GamesActivityResultCodes.RESULT_APP_MISCONFIGURED:
return "RESULT_APP_MISCONFIGURED";
case GamesActivityResultCodes.RESULT_LEFT_ROOM:
return "RESULT_LEFT_ROOM";
case GamesActivityResultCodes.RESULT_LICENSE_FAILED:
return "RESULT_LICENSE_FAILED";
case GamesActivityResultCodes.RESULT_RECONNECT_REQUIRED:
return "RESULT_RECONNECT_REQUIRED";
case GamesActivityResultCodes.RESULT_SIGN_IN_FAILED:
return "SIGN_IN_FAILED";
default:
return String.valueOf(respCode);
}
}
示例2: activityResponseCodeToString
static String activityResponseCodeToString(int respCode)
{
switch (respCode)
{
case Activity.RESULT_OK:
return "RESULT_OK";
case Activity.RESULT_CANCELED:
return "RESULT_CANCELED";
case GamesActivityResultCodes.RESULT_APP_MISCONFIGURED:
return "RESULT_APP_MISCONFIGURED";
case GamesActivityResultCodes.RESULT_LEFT_ROOM:
return "RESULT_LEFT_ROOM";
case GamesActivityResultCodes.RESULT_LICENSE_FAILED:
return "RESULT_LICENSE_FAILED";
case GamesActivityResultCodes.RESULT_RECONNECT_REQUIRED:
return "RESULT_RECONNECT_REQUIRED";
case GamesActivityResultCodes.RESULT_SIGN_IN_FAILED:
return "SIGN_IN_FAILED";
default:
return String.valueOf(respCode);
}
}
示例3: activityResponseCodeToString
static String activityResponseCodeToString(int respCode) {
switch (respCode) {
case Activity.RESULT_OK:
return "RESULT_OK";
case Activity.RESULT_CANCELED:
return "RESULT_CANCELED";
case GamesActivityResultCodes.RESULT_APP_MISCONFIGURED:
return "RESULT_APP_MISCONFIGURED";
case GamesActivityResultCodes.RESULT_LEFT_ROOM:
return "RESULT_LEFT_ROOM";
case GamesActivityResultCodes.RESULT_LICENSE_FAILED:
return "RESULT_LICENSE_FAILED";
case GamesActivityResultCodes.RESULT_RECONNECT_REQUIRED:
return "RESULT_RECONNECT_REQUIRED";
case GamesActivityResultCodes.RESULT_SIGN_IN_FAILED:
return "SIGN_IN_FAILED";
default:
return String.valueOf(respCode);
}
}
示例4: activityResponseCodeToString
static String activityResponseCodeToString(int respCode) {
switch (respCode) {
case Activity.RESULT_OK:
return "RESULT_OK";
case Activity.RESULT_CANCELED:
return "RESULT_CANCELED";
case GamesActivityResultCodes.RESULT_APP_MISCONFIGURED:
return "RESULT_APP_MISCONFIGURED";
case GamesActivityResultCodes.RESULT_LEFT_ROOM:
return "RESULT_LEFT_ROOM";
case GamesActivityResultCodes.RESULT_LICENSE_FAILED:
return "RESULT_LICENSE_FAILED";
case GamesActivityResultCodes.RESULT_RECONNECT_REQUIRED:
return "RESULT_RECONNECT_REQUIRED";
case GamesActivityResultCodes.RESULT_SIGN_IN_FAILED:
return "SIGN_IN_FAILED";
default:
return String.valueOf(respCode);
}
}
示例5: onActivityResult
@Override
public void onActivityResult(int request, int response, Intent intent) {
if (request == RC_WAITING_ROOM) {
if (response == Activity.RESULT_OK) {
int side;
if(creatorID.equals(myID)){
side = 0;
Toast.makeText(this, "YO EMPIEZO", Toast.LENGTH_SHORT).show();
}else{
side = 1;
Toast.makeText(this, "TU EMPIEZAS", Toast.LENGTH_SHORT).show();
}
pong.startOnlineGame(side);
}
else if (response == Activity.RESULT_CANCELED) {
// Waiting room was dismissed with the back button. The meaning of this
// action is up to the game. You may choose to leave the room and cancel the
// match, or do something else like minimize the waiting room and
// continue to connect in the background.
// in this example, we take the simple approach and just leave the room:
Games.RealTimeMultiplayer.leave(gameHelper.getApiClient(), this, mRoomId);
getWindow().clearFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
}
else if (response == GamesActivityResultCodes.RESULT_LEFT_ROOM) {
// player wants to leave the room.
Games.RealTimeMultiplayer.leave(gameHelper.getApiClient(), this, mRoomId);
getWindow().clearFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
}
}
else{
super.onActivityResult(requestCode, response, intent);
gameHelper.onActivityResult(requestCode, response, intent);
}
}
示例6: onActivityResult
@Override
public void onActivityResult(int requestCode, int responseCode,
Intent intent) {
super.onActivityResult(requestCode, responseCode, intent);
switch (requestCode) {
case RC_SELECT_PLAYERS:
// we got the result from the "select players" UI -- ready to create the room
handleSelectPlayersResult(responseCode, intent);
break;
case RC_INVITATION_INBOX:
// we got the result from the "select invitation" UI (invitation inbox). We're
// ready to accept the selected invitation:
handleInvitationInboxResult(responseCode, intent);
break;
case RC_WAITING_ROOM:
// we got the result from the "waiting room" UI.
if (responseCode == Activity.RESULT_OK) {
// ready to start playing
Log.d(TAG, "Starting game (waiting room returned OK).");
startGame(true);
} else if (responseCode == GamesActivityResultCodes.RESULT_LEFT_ROOM) {
// player indicated that they want to leave the room
leaveRoom();
} else if (responseCode == Activity.RESULT_CANCELED) {
// Dialog was cancelled (user pressed back key, for instance). In our game,
// this means leaving the room too. In more elaborate games, this could mean
// something else (like minimizing the waiting room UI).
leaveRoom();
}
break;
case RC_SIGN_IN:
Log.d(TAG, "onActivityResult with requestCode == RC_SIGN_IN, responseCode="
+ responseCode + ", intent=" + intent);
mSignInClicked = false;
mResolvingConnectionFailure = false;
if (responseCode == RESULT_OK) {
mGoogleApiClient.connect();
} else {
BaseGameUtils.showActivityResultError(this,requestCode,responseCode, R.string.signin_other_error);
}
break;
}
super.onActivityResult(requestCode, responseCode, intent);
}
示例7: onActivityResult
@Override
public void onActivityResult(int requestCode, int resultCode, Intent intent) {
super.onActivityResult(requestCode, resultCode, intent);
switch (requestCode) {
case RC_SIGN_IN:
Task<GoogleSignInAccount> task =
GoogleSignIn.getSignedInAccountFromIntent(intent);
try {
GoogleSignInAccount account = task.getResult(ApiException.class);
onConnected(account);
} catch (ApiException apiException) {
String message = apiException.getMessage();
message = getString(R.string.signin_other_error) + " " + "(" + message + ")";
onDisconnected();
new AlertDialog.Builder(this)
.setTitle(R.string.error_during_signin)
.setMessage(message + apiException.toString())
.setNeutralButton(android.R.string.ok, null)
.show();
}
break;
case RC_SELECT_PLAYERS:
// we got the result from the "select players" UI -- ready to create the room
handleSelectPlayersResult(resultCode, intent);
break;
case RC_INVITATION_INBOX:
// we got the result from the "select invitation" UI (invitation inbox). We're
// ready to accept the selected invitation:
handleInvitationInboxResult(resultCode, intent);
break;
case RC_WAITING_ROOM:
// we got the result from the "waiting room" UI.
if (resultCode == Activity.RESULT_OK) {
// ready to start playing
Log.d("ROOM", "Starting game (waiting room returned OK).");
startGame();
} else if (resultCode == GamesActivityResultCodes.RESULT_LEFT_ROOM) {
// player indicated that they want to leave the room
} else if (resultCode == Activity.RESULT_CANCELED) {
// Dialog was cancelled (user pressed back key, for instance). In our game,
// this means leaving the room too. In more elaborate games, this could mean
// something else (like minimizing the waiting room UI).
}
break;
}
super.onActivityResult(requestCode, resultCode, intent);
}
示例8: onActivityResult
/**
* Intent Activity result parser
* @param request The request of the Intent
* @param response The response of the Intent
* @param intent The Intent
*/
public void onActivityResult(int request, int response, Intent intent) {
switch(request) {
case RealTimeMultiplayer.RC_SELECT_PLAYERS:
// Return if the user cancel
if (response != Activity.RESULT_OK) return;
// get the invitee list
Bundle extras = intent.getExtras();
final ArrayList<String> invitees = intent.getStringArrayListExtra(Games.EXTRA_PLAYER_IDS);
// Get auto-match criteria
Bundle autoMatchCriteria = null;
int minAutoMatchPlayers = intent.getIntExtra(Multiplayer.EXTRA_MIN_AUTOMATCH_PLAYERS, 0);
int maxAutoMatchPlayers = intent.getIntExtra(Multiplayer.EXTRA_MAX_AUTOMATCH_PLAYERS, 0);
if (minAutoMatchPlayers > 0) autoMatchCriteria = RoomConfig.createAutoMatchCriteria(minAutoMatchPlayers, maxAutoMatchPlayers, 0);
else autoMatchCriteria = null;
// Create the room and specify a variant if appropriate
RoomConfig.Builder roomConfigBuilder = makeBasicRoomConfigBuilder();
roomConfigBuilder.addPlayersToInvite(invitees);
if (autoMatchCriteria != null) roomConfigBuilder.setAutoMatchCriteria(autoMatchCriteria);
RoomConfig roomConfig = roomConfigBuilder.build();
Games.RealTimeMultiplayer.create(googleApiClient, roomConfig);
// Prevent screen from sleeping during handshake
activity.getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
break;
case RealTimeMultiplayer.RC_WAITING_ROOM:
// we got the result from the "waiting room" UI.
if (response == Activity.RESULT_OK) {
// ready to start playing
Log.d(TAG, "GPGS: Starting game (waiting room returned OK).");
GodotLib.calldeferred(instanceId, "_on_gpgs_rtm_start_game", new Object[] { });
} else if (response == GamesActivityResultCodes.RESULT_LEFT_ROOM) {
// player indicated that they want to leave the room
leaveRoom();
} else if (response == Activity.RESULT_CANCELED) {
// Dialog was cancelled (user pressed back key, for instance). In our game,
// this means leaving the room too. In more elaborate games, this could mean
// something else (like minimizing the waiting room UI).
leaveRoom();
}
break;
case RealTimeMultiplayer.RC_INVITATION_INBOX:
// we got the result from the "select invitation" UI (invitation inbox). We're
// ready to accept the selected invitation:
handleInvitationInboxResult(response, intent);
break;
}
}
示例9: onActivityResult
@Override
protected void onActivityResult(int requestCode, int resultCode, Intent data)
{
Gdx.app.log("multi","RequestCode: "+requestCode+" - ResultCode: "+resultCode);
switch (requestCode){
case REQUEST_CODE_WAITING_ROOM:
// Obtenemos el resultado que coincide con el de la petición
if (resultCode == Activity.RESULT_OK) {
// Empezamos el juego multijugador
multiplayerState = MultiplayerState.STARTMULTIPLAYER;
} else if (resultCode == GamesActivityResultCodes.RESULT_LEFT_ROOM) {
// Un jugador se va
leaveRoom();
multiplayerState = MultiplayerState.CANCEL;
} else if (resultCode == Activity.RESULT_CANCELED) {
// El jugador cancela la partida, esto para nosotros se transforma en una
// solicitud de abandono de habitación
leaveRoom();
multiplayerState = MultiplayerState.CANCEL;
}
break;
case REQUEST_CODE_SELECT_PLAYERS:
if (resultCode == Activity.RESULT_OK) {
multiplayerState = MultiplayerState.WAITING;
// Obtenemos la lista de usuarios a los que hemos invitado
final ArrayList<String> invitees = data.getStringArrayListExtra(Games.EXTRA_PLAYER_IDS);
// Iniciamos nuestro criterio de auto de emparejamiento
Bundle autoMatchCriteria = null;
// Información obtenida desde la ventana de invitación
int minAutoMatchPlayers = data.getIntExtra(Multiplayer.EXTRA_MIN_AUTOMATCH_PLAYERS, 0);
int maxAutoMatchPlayers = data.getIntExtra(Multiplayer.EXTRA_MAX_AUTOMATCH_PLAYERS, 0);
if (minAutoMatchPlayers > 0 || maxAutoMatchPlayers > 0) {
autoMatchCriteria = RoomConfig.createAutoMatchCriteria(
minAutoMatchPlayers, maxAutoMatchPlayers, 0);
}
// Creamos la configuración de la habitación
RoomConfig.Builder rtmConfigBuilder = RoomConfig.builder(new RoomUpdate(this));
rtmConfigBuilder.addPlayersToInvite(invitees);
rtmConfigBuilder.setMessageReceivedListener(new MessageReceived(this));
rtmConfigBuilder.setRoomStatusUpdateListener(new RoomStatusUpdate(this));
if (autoMatchCriteria != null) {
rtmConfigBuilder.setAutoMatchCriteria(autoMatchCriteria);
}
// Reseteamos las propiedades del multijugador por si acaso
resetMultiplayerProperties();
// Creamos la sala multijugador con esta configuración de la habitación
Games.RealTimeMultiplayer.create(_gameHelper.getApiClient(), rtmConfigBuilder.build());
}else{
multiplayerState = MultiplayerState.CANCEL;
}
break;
case REQUEST_CODE_INVITATION_INBOX:
if (resultCode == Activity.RESULT_OK) {
multiplayerState = MultiplayerState.WAITING;
// Obtenemos la invitación desde la ventana correspondiente
Invitation inv = data.getExtras().getParcelable(Multiplayer.EXTRA_INVITATION);
// Iniciamos el proceso de aceptación de la invitación
// Creamos la configuración de la habitación
RoomConfig.Builder roomConfigBuilder = RoomConfig.builder(new RoomUpdate(this));
roomConfigBuilder.setInvitationIdToAccept(inv.getInvitationId())
.setMessageReceivedListener(new MessageReceived(this))
.setRoomStatusUpdateListener(new RoomStatusUpdate(this));
// Nos unimos a la habitación correspondiente con nuesta ID de invitación
Games.RealTimeMultiplayer.join(_gameHelper.getApiClient(), roomConfigBuilder.build());
}else{
multiplayerState = MultiplayerState.CANCEL;
}
break;
}
super.onActivityResult(requestCode, resultCode, data);
_gameHelper.onActivityResult(requestCode, resultCode, data);
}
示例10: onActivityResult
@Override
public void onActivityResult(int request, int response, Intent data) {
if (spinnerUtils.isSpinnerVisible()) spinnerUtils.hideSpinner();
switch (request) {
case REQUEST_INVITE:
if (response != Activity.RESULT_OK) return;
// get the invitee list
ArrayList<String> invitees = data.getStringArrayListExtra(Games.EXTRA_PLAYER_IDS);
// get auto-match criteria
int minAutoMatchPlayers = data.getIntExtra(Multiplayer.EXTRA_MIN_AUTOMATCH_PLAYERS, 0);
int maxAutoMatchPlayers = data.getIntExtra(Multiplayer.EXTRA_MAX_AUTOMATCH_PLAYERS, 0);
connectionManager.invitePlayers(invitees, minAutoMatchPlayers, maxAutoMatchPlayers);
break;
case REQUEST_WAITING_ROOM:
if (response == Activity.RESULT_OK) {
Timber.d("all players connected, starting game ...");
actionListener.onGameStarted();
return;
}
if (response == Activity.RESULT_CANCELED || response == GamesActivityResultCodes.RESULT_LEFT_ROOM) {
Timber.d("leaving room ...");
connectionManager.leaveRoom();
}
break;
case REQUEST_VIEW_INVITATIONS:
// canceled
if (response != Activity.RESULT_OK) return;
// get and accept the selected invitation
Bundle extras = data.getExtras();
Invitation invitation = extras.getParcelable(Multiplayer.EXTRA_INVITATION);
connectionManager.acceptInvitation(invitation);
break;
case REQUEST_LEADERBOARD:
// nothing to do
break;
}
}
示例11: onActivityResult
@Override
public void onActivityResult(int request, int response, Intent data) {
super.onActivityResult(request, response, data);
Log.i(TAG, "onActivityResult: code = " + request + ", response = " + response);
// Coming back from resolving a sign-in request
if (request == RC_SIGN_IN) {
mSignInClicked = false;
mResolvingConnectionFailure = false;
if (response == RESULT_OK) {
mGoogleApiClient.connect();
} else {
BaseGameUtils.showActivityResultError(this, request, response,
R.string.sign_in_failed);
}
}
// Coming back from a RealTime Multiplayer waiting room
if (request == RC_WAITING_ROOM) {
dismissSpinner();
Room room = data.getParcelableExtra(Multiplayer.EXTRA_ROOM);
if (response == RESULT_OK) {
Log.d(TAG, "Waiting Room: Success");
mRoom = room;
startMatch();
} else if (response == RESULT_CANCELED) {
Log.d(TAG, "Waiting Room: Canceled");
leaveRoom();
} else if (response == GamesActivityResultCodes.RESULT_LEFT_ROOM) {
Log.d(TAG, "Waiting Room: Left Room");
leaveRoom();
} else if (response == GamesActivityResultCodes.RESULT_INVALID_ROOM) {
Log.d(TAG, "Waiting Room: Invalid Room");
leaveRoom();
}
}
// We are coming back from the player selection UI, in preparation to start a match.
if (request == RC_SELECT_PLAYERS) {
if (response != Activity.RESULT_OK) {
// user canceled
Log.d(TAG, "onActivityResult: user canceled player selection.");
return;
}
// Create a basic room configuration
RoomConfig.Builder roomConfigBuilder = RoomConfig.builder(this)
.setMessageReceivedListener(this)
.setRoomStatusUpdateListener(this);
// Set the auto match criteria
int minAutoMatchPlayers = data.getIntExtra(Multiplayer.EXTRA_MIN_AUTOMATCH_PLAYERS, 0);
int maxAutoMatchPlayers = data.getIntExtra(Multiplayer.EXTRA_MAX_AUTOMATCH_PLAYERS, 0);
if (minAutoMatchPlayers > 0 || maxAutoMatchPlayers > 0) {
Bundle autoMatchCriteria = RoomConfig.createAutoMatchCriteria(
minAutoMatchPlayers, maxAutoMatchPlayers, 0);
roomConfigBuilder.setAutoMatchCriteria(autoMatchCriteria);
}
// Set the invitees
final ArrayList<String> invitees = data.getStringArrayListExtra(Games.EXTRA_PLAYER_IDS);
if (invitees != null && invitees.size() > 0) {
roomConfigBuilder.addPlayersToInvite(invitees);
}
// Build the room and start the match
showSpinner();
Games.RealTimeMultiplayer.create(mGoogleApiClient, roomConfigBuilder.build());
}
}
示例12: onActivityResult
@Override
public void onActivityResult(int requestCode, int responseCode,
Intent intent) {
super.onActivityResult(requestCode, responseCode, intent);
switch (requestCode) {
case RC_SELECT_PLAYERS:
// we got the result from the "select players" UI -- ready to create the room
handleSelectPlayersResult(responseCode, intent);
break;
case RC_INVITATION_INBOX:
// we got the result from the "select invitation" UI (invitation inbox). We're
// ready to accept the selected invitation:
handleInvitationInboxResult(responseCode, intent);
break;
case RC_WAITING_ROOM:
// we got the result from the "waiting room" UI.
if (responseCode == Activity.RESULT_OK) {
// ready to start playing
Log.d(LOG_TAG, "Starting game (waiting room returned OK).");
multiplayerConnected = true;
switchToGame();
} else if (responseCode == GamesActivityResultCodes.RESULT_LEFT_ROOM) {
// player indicated that they want to leave the room
leaveRoom();
switchToMainActivity();
}
else if (responseCode == Activity.RESULT_CANCELED) {
// Dialog was cancelled (user pressed back key, for instance)
leaveRoom();
switchToMainActivity();
}
else {
unableToCreateRoom();
}
break;
case RC_SIGN_IN:
Log.d(LOG_TAG, "onActivityResult with requestCode == RC_SIGN_IN, responseCode="
+ responseCode + ", intent=" + intent);
mSignInClicked = false;
mResolvingConnectionFailure = false;
if (responseCode == RESULT_OK) {
mGoogleApiClient.connect();
}
break;
}
super.onActivityResult(requestCode, responseCode, intent);
}
示例13: onActivityResult
@Override
public void onActivityResult(int requestCode, int resultCode, Intent intent) {
if (requestCode == RC_SIGN_IN) {
Task<GoogleSignInAccount> task =
GoogleSignIn.getSignedInAccountFromIntent(intent);
try {
GoogleSignInAccount account = task.getResult(ApiException.class);
onConnected(account);
} catch (ApiException apiException) {
String message = apiException.getMessage();
if (message == null || message.isEmpty()) {
message = getString(R.string.signin_other_error);
}
onDisconnected();
new AlertDialog.Builder(this)
.setMessage(message)
.setNeutralButton(android.R.string.ok, null)
.show();
}
} else if (requestCode == RC_SELECT_PLAYERS) {
// we got the result from the "select players" UI -- ready to create the room
handleSelectPlayersResult(resultCode, intent);
} else if (requestCode == RC_INVITATION_INBOX) {
// we got the result from the "select invitation" UI (invitation inbox). We're
// ready to accept the selected invitation:
handleInvitationInboxResult(resultCode, intent);
} else if (requestCode == RC_WAITING_ROOM) {
// we got the result from the "waiting room" UI.
if (resultCode == Activity.RESULT_OK) {
// ready to start playing
Log.d(TAG, "Starting game (waiting room returned OK).");
startGame(true);
} else if (resultCode == GamesActivityResultCodes.RESULT_LEFT_ROOM) {
// player indicated that they want to leave the room
leaveRoom();
} else if (resultCode == Activity.RESULT_CANCELED) {
// Dialog was cancelled (user pressed back key, for instance). In our game,
// this means leaving the room too. In more elaborate games, this could mean
// something else (like minimizing the waiting room UI).
leaveRoom();
}
}
super.onActivityResult(requestCode, resultCode, intent);
}
示例14: onActivityResult
@Override
protected void onActivityResult(int requestCode, int responseCode, Intent data) {
super.onActivityResult(requestCode, responseCode, data);
switch (requestCode) {
case RC_SELECT_PLAYERS:
// we got the result from the "select players" UI -- ready to create the room
handleSelectPlayersResult(responseCode, data);
break;
case RC_INVITATION_INBOX:
// we got the result from the "select invitation" UI (invitation inbox). We're
// ready to accept the selected invitation:
handleInvitationInboxResult(responseCode, data);
break;
case RC_WAITING_ROOM:
// ignore result if we dismissed the waiting room from code:
if (mWaitRoomDismissedFromCode) break;
// we got the result from the "waiting room" UI.
if (responseCode == Activity.RESULT_OK) {
// player wants to start playing
Log.d(TAG, "Starting game because user requested via waiting room UI.");
// let other players know we're starting.
broadcastStart();
// start the game!
startGame(GameMode.MULTI);
} else if (responseCode == GamesActivityResultCodes.RESULT_LEFT_ROOM) {
// player actively indicated that they want to leave the room
leaveRoom();
} else if (responseCode == Activity.RESULT_CANCELED) {
/* Dialog was cancelled (user pressed back key, for
* instance). In our game, this means leaving the room too. In more
* elaborate games,this could mean something else (like minimizing the
* waiting room UI but continue in the handshake process). */
leaveRoom();
}
break;
}
}