This method of the DirectPlayLobby Class retrieves the message sent between a lobby client application and a DirectPlay application. Messages are queued, so there is no danger of losing data if it is not read in time.
public void receiveLobbyMessage(int applicationId, int[] flags, byte[] data, int[] dataSize);
applicationId | Identifies which application message to retrieve when called from a lobby client (that communicates with several applications). When called from an application (that communicates only with one lobby client), this parameter must be set to zero. This ID number is obtained by using the runApplication method. |
flags | Flags indicating what type of message is being returned. This can be DPLAD_SYSTEM. |
data | The message to be written. Set this parameter to NULL to request only the size of message. The lpdwDataSize parameter will be set to the minimum size required to hold the message. |
dataSize | The size of the buffer before this method is called. After the method returns, this parameter will be set to the size, in bytes, of the message. If the buffer was too small (DPERR_BUFFERTOOSMALL), this parameter will be set to the minimum buffer size required. |