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Windows Game Programming for Dummies (2nd Edition)
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SimplePeer
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simplepeer.cpp
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C/C++ Source or Header
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2001-10-31
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718 lines
//----------------------------------------------------------------------------
// File: SimplePeer.cpp
//
// Desc: The main game file for the SimplePeer sample. It connects
// players together with two dialog boxes to prompt users on the
// connection settings to join or create a session. After the user
// connects to a sesssion, the sample displays a multiplayer stage.
//
// After a new game has started the sample begins a very simplistic
// game called "The Greeting Game". When two or more players are connected
// to the game, the players have the option of sending a single simple
// DirectPlay message to all of the other players. When this message
// is receieved by the other players, they simply display a dialog box.
//
// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <basetsd.h>
#include <dplay8.h>
#include <dplobby8.h>
#include <dxerr8.h>
#include "NetConnect.h"
#include "DXUtil.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// Player context locking defines
//-----------------------------------------------------------------------------
CRITICAL_SECTION g_csPlayerContext;
#define PLAYER_LOCK() EnterCriticalSection( &g_csPlayerContext );
#define PLAYER_ADDREF( pPlayerInfo ) if( pPlayerInfo ) pPlayerInfo->lRefCount++;
#define PLAYER_RELEASE( pPlayerInfo ) if( pPlayerInfo ) { pPlayerInfo->lRefCount--; if( pPlayerInfo->lRefCount <= 0 ) SAFE_DELETE( pPlayerInfo ); } pPlayerInfo = NULL;
#define PLAYER_UNLOCK() LeaveCriticalSection( &g_csPlayerContext );
//-----------------------------------------------------------------------------
// Defines, and constants
//-----------------------------------------------------------------------------
#define DPLAY_SAMPLE_KEY TEXT("Software\\Microsoft\\DirectX DirectPlay Samples")
#define MAX_PLAYER_NAME 14
#define WM_APP_UPDATE_STATS (WM_APP + 0)
#define WM_APP_DISPLAY_WAVE (WM_APP + 1)
// This GUID allows DirectPlay to find other instances of the same game on
// the network. So it must be unique for every game, and the same for
// every instance of that game. // {02AE835D-9179-485f-8343-901D327CE794}
GUID g_guidApp = { 0x2ae835d, 0x9179, 0x485f, { 0x83, 0x43, 0x90, 0x1d, 0x32, 0x7c, 0xe7, 0x94 } };
struct APP_PLAYER_INFO
{
LONG lRefCount; // Ref count so we can cleanup when all threads
// are done w/ this object
DPNID dpnidPlayer; // DPNID of player
TCHAR strPlayerName[MAX_PLAYER_NAME]; // Player name
};
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
IDirectPlay8Peer* g_pDP = NULL; // DirectPlay peer object
CNetConnectWizard* g_pNetConnectWizard = NULL; // Connection wizard
IDirectPlay8LobbiedApplication* g_pLobbiedApp = NULL; // DirectPlay lobbied app
BOOL g_bWasLobbyLaunched = FALSE; // TRUE if lobby launched
HINSTANCE g_hInst = NULL; // HINST of app
HWND g_hDlg = NULL; // HWND of main dialog
DPNID g_dpnidLocalPlayer = 0; // DPNID of local player
LONG g_lNumberOfActivePlayers = 0; // Number of players currently in game
TCHAR g_strAppName[256] = TEXT("SimplePeer");
HRESULT g_hrDialog; // Exit code for app
TCHAR g_strLocalPlayerName[MAX_PATH]; // Local player name
TCHAR g_strSessionName[MAX_PATH]; // Session name
TCHAR g_strPreferredProvider[MAX_PATH]; // Provider string
//-----------------------------------------------------------------------------
// App specific DirectPlay messages and structures
//-----------------------------------------------------------------------------
#define GAME_MSGID_WAVE 1
// Change compiler pack alignment to be BYTE aligned, and pop the current value
#pragma pack( push, 1 )
struct GAMEMSG_GENERIC
{
DWORD dwType;
};
// Pop the old pack alignment
#pragma pack( pop )
//-----------------------------------------------------------------------------
// Function-prototypes
//-----------------------------------------------------------------------------
HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
HRESULT WINAPI DirectPlayLobbyMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
INT_PTR CALLBACK GreetingDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
HRESULT InitDirectPlay();
HRESULT WaveToAllPlayers();
VOID AppendTextToEditControl( HWND hDlg, TCHAR* strNewLogLine );
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point for the application. Since we use a simple dialog for
// user interaction we don't need to pump messages.
//-----------------------------------------------------------------------------
INT APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst,
LPSTR pCmdLine, INT nCmdShow )
{
HRESULT hr;
HKEY hDPlaySampleRegKey;
BOOL bConnectSuccess = FALSE;
g_hInst = hInst;
InitializeCriticalSection( &g_csPlayerContext );
// Read persistent state information from registry
RegCreateKeyEx( HKEY_CURRENT_USER, DPLAY_SAMPLE_KEY, 0, NULL,
REG_OPTION_NON_VOLATILE, KEY_ALL_ACCESS, NULL,
&hDPlaySampleRegKey, NULL );
DXUtil_ReadStringRegKey( hDPlaySampleRegKey, TEXT("Player Name"),
g_strLocalPlayerName, MAX_PATH, TEXT("TestPlayer") );
DXUtil_ReadStringRegKey( hDPlaySampleRegKey, TEXT("Session Name"),
g_strSessionName, MAX_PATH, TEXT("TestGame") );
DXUtil_ReadStringRegKey( hDPlaySampleRegKey, TEXT("Preferred Provider"),
g_strPreferredProvider, MAX_PATH,
TEXT("DirectPlay8 TCP/IP Service Provider") );
// Init COM so we can use CoCreateInstance
CoInitializeEx( NULL, COINIT_MULTITHREADED );
// Create helper class
g_pNetConnectWizard = new CNetConnectWizard( hInst, NULL, g_strAppName, &g_guidApp );
if( FAILED( hr = InitDirectPlay() ) )
{
DXTRACE_ERR( TEXT("InitDirectPlay"), hr );
MessageBox( NULL, TEXT("Failed initializing IDirectPlay8Peer. ")
TEXT("The sample will now quit."),
TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
return FALSE;
}
// If we were launched from a lobby client, then we may have connection settings
// that we can use either host or join a game. If not, then we'll need to prompt
// the user to detrimine how to connect.
if( g_bWasLobbyLaunched && g_pNetConnectWizard->HaveConnectionSettingsFromLobby() )
{
// If were lobby launched then the DPL_MSGID_CONNECT has already been
// handled, and since the lobby client also sent us connection settings
// we can use them to either host or join a DirectPlay session.
if( FAILED( hr = g_pNetConnectWizard->ConnectUsingLobbySettings() ) )
{
DXTRACE_ERR( TEXT("ConnectUsingLobbySettings"), hr );
MessageBox( NULL, TEXT("Failed to connect using lobby settings. ")
TEXT("The sample will now quit."),
TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
bConnectSuccess = FALSE;
}
else
{
// Read information from g_pNetConnectWizard
_tcscpy( g_strLocalPlayerName, g_pNetConnectWizard->GetPlayerName() );
bConnectSuccess = TRUE;
}
}
else
{
// If not lobby launched, prompt the user about the network
// connection and which session they would like to join or
// if they want to create a new one.
// Setup connection wizard
g_pNetConnectWizard->SetPlayerName( g_strLocalPlayerName );
g_pNetConnectWizard->SetSessionName( g_strSessionName );
g_pNetConnectWizard->SetPreferredProvider( g_strPreferredProvider );
// Start a connection wizard. The wizard uses GDI dialog boxes.
// More complex games can use this as a starting point and add a
// fancier graphics layer such as Direct3D.
hr = g_pNetConnectWizard->DoConnectWizard( FALSE );
if( FAILED( hr ) )
{
DXTRACE_ERR( TEXT("DoConnectWizard"), hr );
MessageBox( NULL, TEXT("Multiplayer connect failed. ")
TEXT("The sample will now quit."),
TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
bConnectSuccess = FALSE;
}
else if( hr == NCW_S_QUIT )
{
// The user canceled the Multiplayer connect, so quit
bConnectSuccess = FALSE;
}
else
{
bConnectSuccess = TRUE;
// Read information from g_pNetConnectWizard
_tcscpy( g_strLocalPlayerName, g_pNetConnectWizard->GetPlayerName() );
_tcscpy( g_strSessionName, g_pNetConnectWizard->GetSessionName() );
_tcscpy( g_strPreferredProvider, g_pNetConnectWizard->GetPreferredProvider() );
// Write information to the registry
DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Player Name"), g_strLocalPlayerName );
DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Session Name"), g_strSessionName );
DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Preferred Provider"), g_strPreferredProvider );
}
}
if( bConnectSuccess )
{
// App is now connected via DirectPlay, so start the game.
// For this sample, we just start a simple dialog box game.
g_hrDialog = S_OK;
DialogBox( hInst, MAKEINTRESOURCE(IDD_MAIN_GAME), NULL,
(DLGPROC) GreetingDlgProc );
if( FAILED( g_hrDialog ) )
{
if( g_hrDialog == DPNERR_CONNECTIONLOST )
{
MessageBox( NULL, TEXT("The DirectPlay session was lost. ")
TEXT("The sample will now quit."),
TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
}
else
{
DXTRACE_ERR( TEXT("DialogBox"), g_hrDialog );
MessageBox( NULL, TEXT("An error occured during the game. ")
TEXT("The sample will now quit."),
TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
}
}
}
// Cleanup DirectPlay and helper classes
g_pNetConnectWizard->Shutdown();
if( g_pDP )
{
g_pDP->Close(0);
SAFE_RELEASE( g_pDP );
}
if( g_pLobbiedApp )
{
g_pLobbiedApp->Close( 0 );
SAFE_RELEASE( g_pLobbiedApp );
}
// Don't delete the wizard until we know that
// DirectPlay is out of its message handlers.
// This will be true after Close() has been called.
SAFE_DELETE( g_pNetConnectWizard );
RegCloseKey( hDPlaySampleRegKey );
DeleteCriticalSection( &g_csPlayerContext );
CoUninitialize();
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: InitDirectPlay()
// Desc:
//-----------------------------------------------------------------------------
HRESULT InitDirectPlay()
{
DPNHANDLE hLobbyLaunchedConnection = NULL;
HRESULT hr;
// Create IDirectPlay8Peer
if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8Peer, NULL,
CLSCTX_INPROC_SERVER,
IID_IDirectPlay8Peer,
(LPVOID*) &g_pDP ) ) )
return DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
// Create IDirectPlay8LobbiedApplication
if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8LobbiedApplication, NULL,
CLSCTX_INPROC_SERVER,
IID_IDirectPlay8LobbiedApplication,
(LPVOID*) &g_pLobbiedApp ) ) )
return DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
// Init the helper class, now that g_pDP and g_pLobbiedApp are valid
g_pNetConnectWizard->Init( g_pDP, g_pLobbiedApp );
// Init IDirectPlay8Peer
if( FAILED( hr = g_pDP->Initialize( NULL, DirectPlayMessageHandler, 0 ) ) )
return DXTRACE_ERR( TEXT("Initialize"), hr );
// Init IDirectPlay8LobbiedApplication. Before this Initialize() returns
// a DPL_MSGID_CONNECT msg may come in to the DirectPlayLobbyMessageHandler
// so be prepared ahead of time.
if( FAILED( hr = g_pLobbiedApp->Initialize( NULL, DirectPlayLobbyMessageHandler,
&hLobbyLaunchedConnection, 0 ) ) )
return DXTRACE_ERR( TEXT("Initialize"), hr );
// IDirectPlay8LobbiedApplication::Initialize returns a handle to a connnection
// if we have been lobby launced. Initialize is guanteeded to return after
// the DPL_MSGID_CONNECT msg has been processed. So unless a we are expected
// multiple lobby connections, we do not need to remember the lobby connection
// handle since it will be recorded upon the DPL_MSGID_CONNECT msg.
g_bWasLobbyLaunched = ( hLobbyLaunchedConnection != NULL );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: GreetingDlgProc()
// Desc: Handles dialog messages
//-----------------------------------------------------------------------------
INT_PTR CALLBACK GreetingDlgProc( HWND hDlg, UINT msg,
WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_INITDIALOG:
{
g_hDlg = hDlg;
// Load and set the icon
HICON hIcon = LoadIcon( g_hInst, MAKEINTRESOURCE( IDI_MAIN ) );
SendMessage( hDlg, WM_SETICON, ICON_BIG, (LPARAM) hIcon ); // Set big icon
SendMessage( hDlg, WM_SETICON, ICON_SMALL, (LPARAM) hIcon ); // Set small icon
if( g_pNetConnectWizard->IsHostPlayer() )
SetWindowText( hDlg, TEXT("SimplePeer (Host)") );
else
SetWindowText( hDlg, TEXT("SimplePeer") );
// Display local player's name
SetDlgItemText( hDlg, IDC_PLAYER_NAME, g_strLocalPlayerName );
PostMessage( hDlg, WM_APP_UPDATE_STATS, 0, 0 );
break;
}
case WM_APP_UPDATE_STATS:
{
// Update the number of players in the game
TCHAR strNumberPlayers[32];
wsprintf( strNumberPlayers, TEXT("%d"), g_lNumberOfActivePlayers );
SetDlgItemText( hDlg, IDC_NUM_PLAYERS, strNumberPlayers );
break;
}
case WM_APP_DISPLAY_WAVE:
{
HRESULT hr;
DPNID dpnidPlayer = (DWORD)wParam;
APP_PLAYER_INFO* pPlayerInfo = NULL;
PLAYER_LOCK(); // enter player context CS
// Get the player context accosicated with this DPNID
hr = g_pDP->GetPlayerContext( dpnidPlayer,
(LPVOID* const) &pPlayerInfo,
0);
PLAYER_ADDREF( pPlayerInfo ); // addref player, since we are using it now
PLAYER_UNLOCK(); // leave player context CS
if( FAILED(hr) || pPlayerInfo == NULL )
{
// The player who sent this may have gone away before this
// message was handled, so just ignore it
break;
}
// Make wave message and display it.
TCHAR szWaveMessage[MAX_PATH];
wsprintf( szWaveMessage, TEXT("%s just waved at you, %s!\r\n"),
pPlayerInfo->strPlayerName, g_strLocalPlayerName );
PLAYER_LOCK();
PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
PLAYER_UNLOCK();
AppendTextToEditControl( hDlg, szWaveMessage );
break;
}
case WM_COMMAND:
{
switch( LOWORD(wParam) )
{
case IDC_WAVE:
if( FAILED( g_hrDialog = WaveToAllPlayers() ) )
{
DXTRACE_ERR( TEXT("WaveToAllPlayers"), g_hrDialog );
EndDialog( hDlg, 0 );
}
return TRUE;
case IDCANCEL:
g_hrDialog = S_OK;
EndDialog( hDlg, 0 );
return TRUE;
}
break;
}
}
return FALSE; // Didn't handle message
}
//-----------------------------------------------------------------------------
// Name: DirectPlayMessageHandler
// Desc: Handler for DirectPlay messages. This function is called by
// the DirectPlay message handler pool of threads, so be careful of thread
// synchronization problems with shared memory
//-----------------------------------------------------------------------------
HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext,
DWORD dwMessageId,
PVOID pMsgBuffer )
{
// Try not to stay in this message handler for too long, otherwise
// there will be a backlog of data. The best solution is to
// queue data as it comes in, and then handle it on other threads.
// This function is called by the DirectPlay message handler pool of
// threads, so be careful of thread synchronization problems with shared memory
switch( dwMessageId )
{
case DPN_MSGID_CREATE_PLAYER:
{
HRESULT hr;
PDPNMSG_CREATE_PLAYER pCreatePlayerMsg;
pCreatePlayerMsg = (PDPNMSG_CREATE_PLAYER)pMsgBuffer;
// Create a new and fill in a APP_PLAYER_INFO
APP_PLAYER_INFO* pPlayerInfo = new APP_PLAYER_INFO;
ZeroMemory( pPlayerInfo, sizeof(APP_PLAYER_INFO) );
pPlayerInfo->lRefCount = 1;
pPlayerInfo->dpnidPlayer = pCreatePlayerMsg->dpnidPlayer;
// Get the peer info and extract its name
DWORD dwSize = 0;
DPN_PLAYER_INFO* pdpPlayerInfo = NULL;
hr = DPNERR_CONNECTING;
// GetPeerInfo might return DPNERR_CONNECTING when connecting,
// so just keep calling it if it does
while( hr == DPNERR_CONNECTING )
hr = g_pDP->GetPeerInfo( pCreatePlayerMsg->dpnidPlayer, pdpPlayerInfo, &dwSize, 0 );
if( hr == DPNERR_BUFFERTOOSMALL )
{
pdpPlayerInfo = (DPN_PLAYER_INFO*) new BYTE[ dwSize ];
ZeroMemory( pdpPlayerInfo, dwSize );
pdpPlayerInfo->dwSize = sizeof(DPN_PLAYER_INFO);
hr = g_pDP->GetPeerInfo( pCreatePlayerMsg->dpnidPlayer, pdpPlayerInfo, &dwSize, 0 );
if( SUCCEEDED(hr) )
{
// This stores a extra TCHAR copy of the player name for
// easier access. This will be redundent copy since DPlay
// also keeps a copy of the player name in GetPeerInfo()
DXUtil_ConvertWideStringToGeneric( pPlayerInfo->strPlayerName,
pdpPlayerInfo->pwszName, MAX_PLAYER_NAME );
if( pdpPlayerInfo->dwPlayerFlags & DPNPLAYER_LOCAL )
g_dpnidLocalPlayer = pCreatePlayerMsg->dpnidPlayer;
}
SAFE_DELETE_ARRAY( pdpPlayerInfo );
}
// Tell DirectPlay to store this pPlayerInfo
// pointer in the pvPlayerContext.
pCreatePlayerMsg->pvPlayerContext = pPlayerInfo;
// Update the number of active players, and
// post a message to the dialog thread to update the
// UI. This keeps the DirectPlay message handler
// from blocking
InterlockedIncrement( &g_lNumberOfActivePlayers );
if( g_hDlg != NULL )
PostMessage( g_hDlg, WM_APP_UPDATE_STATS, 0, 0 );
break;
}
case DPN_MSGID_DESTROY_PLAYER:
{
PDPNMSG_DESTROY_PLAYER pDestroyPlayerMsg;
pDestroyPlayerMsg = (PDPNMSG_DESTROY_PLAYER)pMsgBuffer;
APP_PLAYER_INFO* pPlayerInfo = (APP_PLAYER_INFO*) pDestroyPlayerMsg->pvPlayerContext;
PLAYER_LOCK(); // enter player context CS
PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
PLAYER_UNLOCK(); // leave player context CS
// Update the number of active players, and
// post a message to the dialog thread to update the
// UI. This keeps the DirectPlay message handler
// from blocking
InterlockedDecrement( &g_lNumberOfActivePlayers );
if( g_hDlg != NULL )
PostMessage( g_hDlg, WM_APP_UPDATE_STATS, 0, 0 );
break;
}
case DPN_MSGID_HOST_MIGRATE:
{
PDPNMSG_HOST_MIGRATE pHostMigrateMsg;
pHostMigrateMsg = (PDPNMSG_HOST_MIGRATE)pMsgBuffer;
// Check to see if we are the new host
if( pHostMigrateMsg->dpnidNewHost == g_dpnidLocalPlayer )
SetWindowText( g_hDlg, TEXT("SimplePeer (Host)") );
break;
}
case DPN_MSGID_TERMINATE_SESSION:
{
PDPNMSG_TERMINATE_SESSION pTerminateSessionMsg;
pTerminateSessionMsg = (PDPNMSG_TERMINATE_SESSION)pMsgBuffer;
g_hrDialog = DPNERR_CONNECTIONLOST;
EndDialog( g_hDlg, 0 );
break;
}
case DPN_MSGID_RECEIVE:
{
PDPNMSG_RECEIVE pReceiveMsg;
pReceiveMsg = (PDPNMSG_RECEIVE)pMsgBuffer;
APP_PLAYER_INFO* pPlayerInfo = (APP_PLAYER_INFO*) pReceiveMsg->pvPlayerContext;
if( NULL == pPlayerInfo )
break;
GAMEMSG_GENERIC* pMsg = (GAMEMSG_GENERIC*) pReceiveMsg->pReceiveData;
if( pMsg->dwType == GAME_MSGID_WAVE )
{
// This message is sent when a player has waved to us, so
// post a message to the dialog thread to update the UI.
// This keeps the DirectPlay threads from blocking, and also
// serializes the recieves since DirectPlayMessageHandler can
// be called simultaneously from a pool of DirectPlay threads.
PostMessage( g_hDlg, WM_APP_DISPLAY_WAVE, pPlayerInfo->dpnidPlayer, 0 );
}
break;
}
}
// Make sure the DirectPlay MessageHandler calls the CNetConnectWizard handler,
// so it can be informed of messages such as DPN_MSGID_ENUM_HOSTS_RESPONSE.
if( g_pNetConnectWizard )
return g_pNetConnectWizard->MessageHandler( pvUserContext, dwMessageId,
pMsgBuffer );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DirectPlayLobbyMessageHandler
// Desc: Handler for DirectPlay lobby messages. This function is called by
// the DirectPlay lobby message handler pool of threads, so be careful of
// thread synchronization problems with shared memory
//-----------------------------------------------------------------------------
HRESULT WINAPI DirectPlayLobbyMessageHandler( PVOID pvUserContext,
DWORD dwMessageId,
PVOID pMsgBuffer )
{
switch( dwMessageId )
{
case DPL_MSGID_CONNECT:
{
PDPL_MESSAGE_CONNECT pConnectMsg;
pConnectMsg = (PDPL_MESSAGE_CONNECT)pMsgBuffer;
// The CNetConnectWizard will handle this message for us,
// so there is nothing we need to do here for this simple
// sample.
break;
}
case DPL_MSGID_DISCONNECT:
{
PDPL_MESSAGE_DISCONNECT pDisconnectMsg;
pDisconnectMsg = (PDPL_MESSAGE_DISCONNECT)pMsgBuffer;
// We should free any data associated with the lobby
// client here, but there is none.
break;
}
case DPL_MSGID_RECEIVE:
{
PDPL_MESSAGE_RECEIVE pReceiveMsg;
pReceiveMsg = (PDPL_MESSAGE_RECEIVE)pMsgBuffer;
// The lobby client sent us data. This sample doesn't
// expected data from the client, but it is useful
// for more complex apps.
break;
}
case DPL_MSGID_CONNECTION_SETTINGS:
{
PDPL_MESSAGE_CONNECTION_SETTINGS pConnectionStatusMsg;
pConnectionStatusMsg = (PDPL_MESSAGE_CONNECTION_SETTINGS)pMsgBuffer;
// The lobby client has changed the connection settings.
// This simple sample doesn't handle this, but more complex apps may
// want to.
break;
}
}
// Make sure the DirectPlay MessageHandler calls the CNetConnectWizard handler,
// so the wizard can be informed of lobby messages such as DPL_MSGID_CONNECT
if( g_pNetConnectWizard )
return g_pNetConnectWizard->LobbyMessageHandler( pvUserContext, dwMessageId,
pMsgBuffer );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: WaveToAllPlayers()
// Desc: Send a app-defined "wave" DirectPlay message to all connected players
//-----------------------------------------------------------------------------
HRESULT WaveToAllPlayers()
{
// This is called by the dialog UI thread. This will send a message to all
// the players or inform the player that there is no one to wave at.
if( g_lNumberOfActivePlayers == 1 )
{
MessageBox( NULL, TEXT("No one is around to wave at! :("),
TEXT("SimplePeer"), MB_OK );
}
else
{
// Send a message to all of the players
GAMEMSG_GENERIC msgWave;
msgWave.dwType = GAME_MSGID_WAVE;
DPN_BUFFER_DESC bufferDesc;
bufferDesc.dwBufferSize = sizeof(GAMEMSG_GENERIC);
bufferDesc.pBufferData = (BYTE*) &msgWave;
DPNHANDLE hAsync;
g_pDP->SendTo( DPNID_ALL_PLAYERS_GROUP, &bufferDesc, 1,
0, NULL, &hAsync, DPNSEND_NOLOOPBACK | DPNSEND_GUARANTEED );
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: AppendTextToEditControl()
// Desc: Appends a string of text to the edit control
//-----------------------------------------------------------------------------
VOID AppendTextToEditControl( HWND hDlg, TCHAR* strNewLogLine )
{
static TCHAR strText[1024*10];
HWND hEdit = GetDlgItem( hDlg, IDC_LOG_EDIT );
SendMessage( hEdit, WM_SETREDRAW, FALSE, 0 );
GetWindowText( hEdit, strText, 1024*9 );
_tcscat( strText, strNewLogLine );
int nSecondLine = 0;
if( SendMessage( hEdit, EM_GETLINECOUNT, 0, 0 ) > 9 )
nSecondLine = (int)SendMessage( hEdit, EM_LINEINDEX, 1, 0 );
SetWindowText( hEdit, &strText[nSecondLine] );
SendMessage( hEdit, WM_SETREDRAW, TRUE, 0 );
InvalidateRect( hEdit, NULL, TRUE );
UpdateWindow( hEdit );
}