<summary>Adds a component to the address. If the component is part of the address, it is replaced by the new value in this call.Values are specified in native formats when making this call. Therefore, the parameter should be a recast reference to a variable that holds the data in the native format. For example, if the component is a , the parameter should be a recast reference to a . This method validates that the predefined component types are the right format.</summary>
<summary>Adds a component to the address. If the component is part of the address, it is replaced by the new value in this call.Values are specified in native formats when making this call. Therefore, the parameter should be a recast reference to a variable that holds the data in the native format. For example, if the component is a , the parameter should be a recast reference to a . This method validates that the predefined component types are the right format.</summary>
<summary>Adds a component to the address. If the component is part of the address, it is replaced by the new value in this call.Values are specified in native formats when making this call. Therefore, the parameter should be a recast reference to a variable that holds the data in the native format. For example, if the component is a , the parameter should be a recast reference to a . This method validates that the predefined component types are the right format.</summary>
<summary>Adds a component to the address. If the component is part of the address, it is replaced by the new value in this call.Values are specified in native formats when making this call. Therefore, the parameter should be a recast reference to a variable that holds the data in the native format. For example, if the component is a , the parameter should be a recast reference to a . This method validates that the predefined component types are the right format.</summary>
<summary>Retrieves information on the component at the specified key. Values for the component are retrieved in their native format. If the component key is not found, DPNERR_DOESNOTEXIST is returned.The value of the component is retrieved in its native format. Therefore, if the component's value is a , a is retrieved by this call. So buffer size = 4 and should be a recast .</summary>
<summary>Retrieves information on the component at the specified key. Values for the component are retrieved in their native format. If the component key is not found, DPNERR_DOESNOTEXIST is returned.The value of the component is retrieved in its native format. Therefore, if the component's value is a , a is retrieved by this call. So buffer size = 4 and should be a recast .</summary>
<summary>Retrieves information on the component at the specified key. Values for the component are retrieved in their native format. If the component key is not found, DPNERR_DOESNOTEXIST is returned.The value of the component is retrieved in its native format. Therefore, if the component's value is a , a is retrieved by this call. So buffer size = 4 and should be a recast .</summary>
<summary>Retrieves information on the component at the specified key. Values for the component are retrieved in their native format. If the component key is not found, DPNERR_DOESNOTEXIST is returned.The value of the component is retrieved in its native format. Therefore, if the component's value is a , a is retrieved by this call. So buffer size = 4 and should be a recast .</summary>
<summary>Retrieves or sets the local device globally unique identifier (GUID)GUID in the <see cref="T:Microsoft.DirectX.DirectPlay.Address" /> object.</summary>
<summary>Retrieves a value that is true if the <see cref="T:Microsoft.DirectX.DirectPlay.Address" /> object is disposed; otherwise the value is false.</summary>
<summary>Retrieves or sets the service provider globally unique identifier (GUID)GUID in the <see cref="T:Microsoft.DirectX.DirectPlay.Address" /> object.</summary>
<summary>Retrieves or sets the MicrosoftMicrosoft DirectPlayDirectPlay address URL string represented by this <see cref="T:Microsoft.DirectX.DirectPlay.Address" /> object.</summary>
<summary>Sets the static settings of a client with an application. Call this method before connecting to relay basic player information to the application. When the client successfully connects with the application, the server can retrieve information obtained through this method by calling the method.</summary>
<summary>Used by the application to monitor the size of the send queue. Microsoft® DirectPlay® does not send messages faster than the receiving computer can process them. As a result, if the sending computer is sending faster than the receiver can receive, messages accumulate in the sender's queue. If the application registers that the send queue is growing too large, it should decrease the rate that messages are sent.</summary>
<summary>Sets the static settings of a client with an application. Call this method before connecting to relay basic player information to the application. When the client successfully connects with the application, the server can retrieve information obtained through this method by calling the method.</summary>
<summary>Sets the static settings of a client with an application. Call this method before connecting to relay basic player information to the application. When the client successfully connects with the application, the server can retrieve information obtained through this method by calling the method.</summary>
<summary>Sets the static settings of a client with an application. Call this method before connecting to relay basic player information to the application. When the client successfully connects with the application, the server can retrieve information obtained through this method by calling the method.</summary>
<summary>Sets the static settings of a client with an application. Call this method before connecting to relay basic player information to the application. When the client successfully connects with the application, the server can retrieve information obtained through this method by calling the method.</summary>
<summary>Retrieves a value that is true if the <see cref="T:Microsoft.DirectX.DirectPlay.Client" /> object is disposed; otherwise the value is false.</summary>
<summary>MicrosoftMicrosoft DirectPlayDirectPlay generates the DpnMsgidClientInfoDplay message when client data is modified during a client/server session.The structure contains information for the DpnMsgidClientInfoDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidConnectCompleteDplay message when the connection attempt has been completed in a peer-to-peer or client/server session.The structure contains information for the DpnMsgidConnectCompleteDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidGroupInfoDplay message when group data is modified during a peer-to-peer or client/server session.The structure contains information for the DpnMsgidGroupInfoDplay system message.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidHostmigratedDplay message when the voice host has migrated.The structure contains information for the DvmsgidHostmigratedDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidIndicateConnectDplay message when a player attempts to connect to a peer-to-peer or client/server session.The structure contains information for the DpnMsgidIndicateConnectDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidIndicatedConnectAbortedDplay message if a player's connection drops after it was indicated on the host, but prior to being added to the session though .The structure contains information for the DpnMsgidIndicatedConnectAbortedDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidIndicatedConnectAbortedDplay message if a player's connection drops after it was indicated on the host, but prior to being added to the session though .The structure contains information for the DpnMsgidIndicatedConnectAbortedDplay system message.</summary>
<summary>The object parameter is invalid. This value will be returned in a connect request if the connecting player was not a client in a client/server game or a peer in a peer-to-peer game.</summary>
<summary>Applications use the methods of the NatResolver object to simplify traversal through the Internet Connection Sharing features available in Microsoft® Windows® Millennium Edition (Windows Me) and Windows XP, as well as other Network Address Translators.</summary>
<summary>An attempt by the client to connect to a nonhost computer. Additionally, this error value can be returned by a nonhost that tries to set the application description.</summary>
<summary>Retrieves a block of data associated with a group, including the group name.This method is typically called after a DpnMsgidGroupInfoDplay system message is received indicating that the group data has been modified.</summary>
<summary>Establishes the connection to all the peers in a peer-to-peer session. Once a connection is established, the communication channel on the object is open and the application should expect messages to arrive immediately.</summary>
<summary>Establishes the connection to all the peers in a peer-to-peer session. Once a connection is established, the communication channel on the object is open and the application should expect messages to arrive immediately.</summary>
<summary>Establishes the connection to all the peers in a peer-to-peer session. Once a connection is established, the communication channel on the object is open and the application should expect messages to arrive immediately.</summary>
<summary>Establishes the connection to all the peers in a peer-to-peer session. Once a connection is established, the communication channel on the object is open and the application should expect messages to arrive immediately.</summary>
<summary>Retrieves a block of data associated with a group, including the group name.This method is typically called after a DpnMsgidGroupInfoDplay system message is received indicating that the group data has been modified.</summary>
<summary>Transmits data to another peer or group within the session by sending a message to the appropriate message handlers. The message can be sent synchronously or asynchronously.</summary>
<summary>Transmits data to another peer or group within the session by sending a message to the appropriate message handlers. The message can be sent synchronously or asynchronously.</summary>
<summary>Transmits data to another peer or group within the session by sending a message to the appropriate message handlers. The message can be sent synchronously or asynchronously.</summary>
<summary>Transmits data to another peer or group within the session by sending a message to the appropriate message handlers. The message can be sent synchronously or asynchronously.</summary>
<summary>Transmits data to another peer or group within the session by sending a message to the appropriate message handlers. The message can be sent synchronously or asynchronously.</summary>
<summary>Transmits data to another peer or group within the session by sending a message to the appropriate message handlers. The message can be sent synchronously or asynchronously.</summary>
<summary>Transmits data to another peer or group within the session by sending a message to the appropriate message handlers. The message can be sent synchronously or asynchronously.</summary>
<summary>Transmits data to another peer or group within the session by sending a message to the appropriate message handlers. The message can be sent synchronously or asynchronously.</summary>
<summary>Retrieves a block of data associated with a group, including the group name.This method is typically called after a DpnMsgidGroupInfoDplay system message is received indicating that the group data has been modified.</summary>
<summary>Retrieves a block of data associated with a group, including the group name.This method is typically called after a DpnMsgidGroupInfoDplay system message is received indicating that the group data has been modified.</summary>
<summary>Retrieves a block of data associated with a group, including the group name.This method is typically called after a DpnMsgidGroupInfoDplay system message is received indicating that the group data has been modified.</summary>
<summary>Retrieves a block of data associated with a group, including the group name.This method is typically called after a DpnMsgidGroupInfoDplay system message is received indicating that the group data has been modified.</summary>
<summary>Retrieves a value that is true if the <see cref="T:Microsoft.DirectX.DirectPlay.Peer" /> object is disposed; otherwise the value is false.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidPeerInfoDplay message when peer data is modified during a peer-to-peer session.The structure contains information for the DpnMsgidPeerInfoDplay system message.</summary>
<summary>A player has tried to join a peer-peer session where at least one other existing player in the session cannot connect to the joining player.</summary>
<summary>Microsoft® DirectPlay® generates the message when the target receives a message sent by the or method.The structure contains information for the system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidSendCompleteDplay message when an asynchronous send message request has completed.The structure contains information for the DpnMsgidSendCompleteDplay system message.</summary>
<summary>Applications use the methods of the Server object to create and manage the server for a Microsoft® DirectPlay® client/server transport session.</summary>
<summary>Retrieves a block of data associated with a group, including the group name.This method is typically called after a system message is received, indicating that the group data has been modified.</summary>
<summary>Sets the static settings of a server with an application. After clients successfully connect to the server, they can retrieve the information set by this method by calling the method.</summary>
<summary>Adds a client to a group. After the client is successfully added to the group, all messages sent to the group are sent to the client.</summary>
<summary>Adds a client to a group. After the client is successfully added to the group, all messages sent to the group are sent to the client.</summary>
<summary>Adds a client to a group. After the client is successfully added to the group, all messages sent to the group are sent to the client.</summary>
<summary>Adds a client to a group. After the client is successfully added to the group, all messages sent to the group are sent to the client.</summary>
<summary>Cancels asynchronous requests. Many methods of the Play8serverDplay object run asynchronously by default. Depending on the situation, you might want to cancel requests before they are processed. All the methods of this object that can be run asynchronously return an hAsyncHandle parameter.Specific requests are canceled by passing the hAsyncHandle of the request in this method's hAsyncHandle parameter. You can cancel all pending asynchronous operations by calling this method, specifying NULL in the hAsyncHandle parameter, and specifying DPNCANCEL_ALL_OPERATIONS in the dwFlags parameter. If a specific handle is provided to this method, no flags should be set.</summary>
<summary>Cancels asynchronous requests. Many methods of the Play8serverDplay object run asynchronously by default. Depending on the situation, you might want to cancel requests before they are processed. All the methods of this object that can be run asynchronously return an hAsyncHandle parameter.Specific requests are canceled by passing the hAsyncHandle of the request in this method's hAsyncHandle parameter. You can cancel all pending asynchronous operations by calling this method, specifying NULL in the hAsyncHandle parameter, and specifying DPNCANCEL_ALL_OPERATIONS in the dwFlags parameter. If a specific handle is provided to this method, no flags should be set.</summary>
<summary>Creates a group in the current session. When this method is called, the server's message handler receives a DPN_MSGID_CREATE_GROUP message.</summary>
<summary>Creates a group in the current session. When this method is called, the server's message handler receives a DPN_MSGID_CREATE_GROUP message.</summary>
<summary>Creates a group in the current session. When this method is called, the server's message handler receives a DPN_MSGID_CREATE_GROUP message.</summary>
<summary>Creates a group in the current session. When this method is called, the server's message handler receives a DPN_MSGID_CREATE_GROUP message.</summary>
<summary>Retrieves a block of data associated with a group, including the group name.This method is typically called after a system message is received, indicating that the group data has been modified.</summary>
<summary>Used by the application to monitor the size of the send queue. Microsoft® DirectPlay® does not send messages faster than the receiving computer can process them. As a result, if the sending computer is sending faster than the receiver can receive, messages accumulate in the sender's queue. If the application registers that the send queue is growing too large, it should slow the rate that messages are sent.</summary>
<summary>Retrieves a block of data associated with a group, including the group name.This method is typically called after a system message is received, indicating that the group data has been modified.</summary>
<summary>Retrieves a block of data associated with a group, including the group name.This method is typically called after a system message is received, indicating that the group data has been modified.</summary>
<summary>Retrieves a block of data associated with a group, including the group name.This method is typically called after a system message is received, indicating that the group data has been modified.</summary>
<summary>Retrieves a block of data associated with a group, including the group name.This method is typically called after a system message is received, indicating that the group data has been modified.</summary>
<summary>Sets the static settings of a server with an application. After clients successfully connect to the server, they can retrieve the information set by this method by calling the method.</summary>
<summary>Sets the static settings of a server with an application. After clients successfully connect to the server, they can retrieve the information set by this method by calling the method.</summary>
<summary>Sets the static settings of a server with an application. After clients successfully connect to the server, they can retrieve the information set by this method by calling the method.</summary>
<summary>Sets the static settings of a server with an application. After clients successfully connect to the server, they can retrieve the information set by this method by calling the method.</summary>
<summary>Retrieves a value that is true if the <see cref="T:Microsoft.DirectX.DirectPlay.Server" /> object is disposed; otherwise the value is false.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidServerInfoDplay message when server data is modified during a client/server session.The structure contains information for the DpnMsgidServerInfoDplay system message.</summary>
<summary>The request to connect to the host or server failed because the maximum number of players allotted for the session has been reached.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidClientInfoDplay message when client data is modified during a client/server session.The structure contains information for the DpnMsgidClientInfoDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidConnectCompleteDplay message when the connection attempt has been completed in a peer-to-peer or client/server session.The structure contains information for the DpnMsgidConnectCompleteDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidGroupInfoDplay message when group data is modified during a peer-to-peer or client/server session.The structure contains information for the DpnMsgidGroupInfoDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidIndicateConnectDplay message when a player attempts to connect to a peer-to-peer or client/server session.The structure contains information for the DpnMsgidIndicateConnectDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidIndicatedConnectAbortedDplay message if a player's connection drops after it was indicated on the host, but prior to being added to the session though .The structure contains information for the DpnMsgidIndicatedConnectAbortedDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidPeerInfoDplay message when peer data is modified during a peer-to-peer session.The structure contains information for the DpnMsgidPeerInfoDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidServerInfoDplay message when server data is modified during a client/server session.The structure contains information for the DpnMsgidServerInfoDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidAddPlayerToGroupDplay message when a player has been added to a group in a peer-to-peer or client/server session.The structure contains information for the DpnMsgidAddPlayerToGroupDplay system message.</summary>
<summary>Variable of type DWORD specifying the number of players currently connected to the session. This member is is set only by the Play8peerGetapplicationdescDplay, Play8clientGetapplicationdescDplay, and Play8serverGetapplicationdescDplay methods.</summary>
<summary>GUID that is generated by Microsoft® DirectPlay® at startup . This member is an [out] parameter when calling Play8peerGetapplicationdescDplay, Play8clientGetapplicationdescDplay, or Play8serverGetapplicationdescDplay. It is an optional [in] parameter when calling the Play8peerConnectDplay and Play8clientConnectDplay methods. It must be set to GUID_NULL when you call the Play8peerSetapplicationdescDplay or Play8serverSetapplicationdescDplay methods. You cannot obtain this GUID by calling the Play8serverHostDplay or Play8peerHostDplay methods. You must obtain the GUID by calling a GetApplicationDesc method.</summary>
<summary>Variable of type DWORD, specifying the maximum number of players allowed in the session. Set this member to 0 to specify an unlimited number of players.</summary>
<summary>Pointer to a variable of type WCHAR specifying the Unicode password that is required to connect to the session. This must be NULL if the DPNSESSION_REQUIREPASSWORD is not set in thedwFlags member.</summary>
<summary>Pointer to a variable of type WCHAR specifying the name of the session. This member is set by the host or server only for informational purposes. A client cannot use this name to connect to a host or server.</summary>
<summary>Number of milliseconds Microsoft® DirectPlay® waits since the last time it received a packet from an endpoint, before it sends a keep alive message. The actual delay can vary from the specified value to as much as twice the specified value.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidClientInfoDplay message when client data is modified during a client/server session.The structure contains information for the DpnMsgidClientInfoDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidConnectCompleteDplay message when the connection attempt has been completed in a peer-to-peer or client/server session.The structure contains information for the DpnMsgidConnectCompleteDplay system message.</summary>
<summary>HRESULT describing the result of the connection attempt. See the Return Values section in the Play8peerConnectDplay or Play8clientConnectDplay method for more information. Additionally, DPNERR_PLAYERNOTREACHABLE will be returned if a player has tried to join a peer-to-peer session where at least one other existing player in the session cannot connect to the joining player.</summary>
<summary>Peak throughput, in bytes per second (Bps) for the link. This number will change throughout the session as link conditions change. This value is approximate, and you may want to calculate your own value for greater accuracy.</summary>
<summary>Approximate time, in milliseconds (ms), it takes a packet to reach the remote computer and be returned to the local computer. This number will change throughout the session as link conditions change.</summary>
<summary>Approximate throughput, in bytes per second (Bps), for the link. This number will change throughout the session as link conditions change. This value is approximate, and you may want to calculate your own value for greater accuracy.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidCreateGroupDplay message when a group is created.The structure contains information for the DpnMsgidCreateGroupDplay system message.</summary>
<summary>DPNID of the of the group's owner. This value is only set for groups that have the DPNGROUP_AUTODESTRUCT flag set in the dwGroupFlags member of the DpnGroupInfoDplay structure.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidCreatePlayerDplay message when a player is added to a peer-to-peer or client/server session.The structure contains information for the DpnMsgidCreatePlayerDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidCreateThreadDplay message when a new thread is created.The structure contains information for the DpnMsgidCreateThreadDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidDestroyGroupDplay message when a group is destroyed from a peer-to-peer or client/server session.The structure contains information for the DpnMsgidDestroyGroupDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidDestroyPlayerDplay message when a player leaves a peer-to-peer or client/server session.The structure contains information for the DpnMsgidDestroyPlayerDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidDestroyThreadDplay message when a thread is shut down.The structure contains information for the DpnMsgidDestroyThreadDplay system message.</summary>
<summary>Microsoft® DirectPlay® sends the DpnMsgidEnumHostsResponseDplay message to a peer or client's message handler to convey the host's response to an enumeration request.The structure contains information for the DpnMsgidEnumHostsResponseDplay system message.</summary>
<summary>Pointer to a response context value. This value will be passed to the host's message handler with the DpnMsgidReturnBufferDplay message as the pvUserContext member of the associated structure.</summary>
<summary>Pointer to the user context value. This value is the same as the user context value passed to Play8peerEnumhostsDplay or Play8clientEnumhostsDplay.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidGroupInfoDplay message when group data is modified during a peer-to-peer or client/server session.The structure contains information for the DpnMsgidGroupInfoDplay system message.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidHostmigratedDplay message when the voice host has migrated.The structure contains information for the DvmsgidHostmigratedDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidIndicateConnectDplay message when a player attempts to connect to a peer-to-peer or client/server session.The structure contains information for the DpnMsgidIndicateConnectDplay system message.</summary>
<summary>Pointer to an Play8addressDplay object for the device receiving the connect attempt. You must call UnknownAddrefDxintro to increment the object's reference count. Call UnknownReleaseDxintro when you no longer need the object.</summary>
<summary>Pointer to an Play8addressDplay object for the connecting player. You must call UnknownAddrefDxintro to increment the object's reference count. Call UnknownReleaseDxintro when you no longer need the object.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidIndicatedConnectAbortedDplay message if a player's connection drops after it was indicated on the host, but prior to being added to the session though .The structure contains information for the DpnMsgidIndicatedConnectAbortedDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidPeerInfoDplay message when peer data is modified during a peer-to-peer session.The structure contains information for the DpnMsgidPeerInfoDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the message when the target receives a message sent by the or method.The structure contains information for the system message.</summary>
<summary>Pointer to the message data buffer. This buffer is normally only valid while the DpnMsgidReceiveDplay message is being processed by the callback message handler.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidRemovePlayerFromGroupDplay message when a player has been deleted from a group in a peer-to-peer or client/server session.The structure contains information for the DpnMsgidRemovePlayerFromGroupDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidSendCompleteDplay message when an asynchronous send message request has completed.The structure contains information for the DpnMsgidSendCompleteDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidServerInfoDplay message when server data is modified during a client/server session.The structure contains information for the DpnMsgidServerInfoDplay system message.</summary>
<summary>The number of outstanding receive buffers allocated for each DirectPlay thread. If you increase the number of receive buffers, DirectPlay can pull more data out of the operating system buffers. However, you can also increase latency if data is arriving faster than your application can process it.</summary>
<summary>Number of threads the service provider will use for servicing network requests. The default value for this is based on an algorithm that takes into account the number of processors on the system. Most applications will not need to modify this value.</summary>
<summary>The size of the operating system buffer. This buffer holds data from the communications device when your application cannot process data as fast as it arrives. The purpose of this buffer is to prevent data loss if you receive a sudden burst of data, or if the receive threads are momentarily stalled. Increasing SystemBufferSize can increase latency if your application cannot process the received data fast enough. You can eliminate the operating system buffer by setting SystemBufferSize to 0. However, if you do so, you run the risk of losing data if you cannot process the received data as fast as it arrives.</summary>
<summary>Enumerates all the registered service providers for the system, including those that are not available to the application or do not have devices installed.</summary>
<summary>On IP and IPX applications, the service provider has the ability to broadcast to find games if not enough addressing information is passed.</summary>
<summary>DPNSVR.EXE will provide port sharing for the given SP. Currently this flag is available on Internet Protocol (IP) and Internetwork Packet Exchange (IPX) only.</summary>
<summary>Microsoft® DirectPlay® generates the DpnMsgidTerminateSessionDplay message when a session is terminated by the host.The structure contains information for the DpnMsgidTerminateSessionDplay system message.</summary>
<summary>Specifies how the session was terminated. This member is set to DPNERR_HOSTTERMINATEDSESSION if the session was peer-to-peer, and the host called Play8peerTerminatesessionDplay. If the session was ended by the host calling Play8peerCloseDplay, or if the host stops responding, hResultCode is set to DPNERR_CONNECTIONLOST.</summary>
<summary>Termination data. If hResultCode is set to DPNERR_HOSTTERMINATEDSESSION, pvTerminateData points to the data block that the host passed through the pvTerminateData parameter of Play8peerTerminatesessionDplay.</summary>
<summary>The Application object is used by an application that supports lobbying. This object allows the application to register with the system so that it can be lobby launched. Additionally, it also lets the application get the connection information necessary to launch a game without querying the user. Lastly, this object allows the lobbied application to send messages and notifications to the lobby client that launched the application.</summary>
<summary>Retrieves the set of connection settings for the specified connection. These settings can be set through a call to the , , or method.When you get connection settings, a reference will be added for each address object that is returned to the user. Therefore, users must be sure to call Release on each address object when they are done with the structure.</summary>
<summary>Retrieves the set of connection settings for the specified connection. These settings can be set through a call to the , , or method.When you get connection settings, a reference will be added for each address object that is returned to the user. Therefore, users must be sure to call Release on each address object when they are done with the structure.</summary>
<summary>Makes an application available or unavailable for a lobby client to connect to. This method is typically called if a lobbied application is independently launched, that is, not launched by a lobby client. Additionally, this method should be called if a game has ended and the lobbied application needs to be available to connect to a lobby client at the start of another game.</summary>
<summary>Sets the connection settings to be associated with the specified connection. Calling this method generates a DPL_MSGID_CONNECTION_SETTINGS message to be sent to the client specified by hConnection.When you set connection settings, the lobby application will add a reference to each of the address objects specified in the call.</summary>
<summary>The Client object is used by a lobby client application and is responsible for enumerating and launching lobby-enabled game applications on the local computer, and communicating with them once they are running.</summary>
<summary>Retrieves the set of connection settings for the specified connection. These settings can be set through a call to the , , or method.When you get connection settings, a reference will be added for each address object that is returned to the user. Therefore, users must be sure to call Release on each address object when they are finished with the structure.</summary>
<summary>Connects a lobby-enabled application to the session specified in the structure. If the application is not running, this method can be used to launch the application.When the connection is successfully established, the lobbied application generates a system message to the message handler.</summary>
<summary>Retrieves the set of connection settings for the specified connection. These settings can be set through a call to the , , or method.When you get connection settings, a reference will be added for each address object that is returned to the user. Therefore, users must be sure to call Release on each address object when they are finished with the structure.</summary>
<summary>Releases a lobbied application and closes the connection between the lobby client and the application. This method should be called whenever a lobby client has finished its session with an application.</summary>
<summary>Sets the connection settings to be associated with the specified connection. Calling this method will generate a DPL_MSGID_CONNECTION_SETTINGS message to be sent to the client specified by hConnection.When you set connection settings, the lobby application will add a reference to each of the address objects specified in the call.</summary>
<summary>Microsoft® DirectPlay® generates a ConnectDplay message when a lobby client connects to the lobbied application through the method.The structure is passed with the ConnectDplay message.</summary>
<summary>The ConnectionSettingsDplay message is sent from the lobby client to the lobby application when is called. It is also sent from the lobby application to the lobby client when is called.</summary>
<summary>Microsoft® DirectPlay® generates a DisconnectDplay message when a lobby client disconnects from a lobbied application through the method.The structure contains information for the DisconnectDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the message when the target receives a message sent by the or method.The structure contains information for the system message.</summary>
<summary>Microsoft® DirectPlay® generates the SessionStatusDplay message when the session has been updated with a call to the method.The structure contains the information for the SessionStatusDplay system message.</summary>
<summary>The ConnectionSettingsDplay message is sent from the lobby client to the lobby application when is called. It is also sent from the lobby application to the lobby client when is called.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidDisconnectresultDplay message when the disconnect request generated through a call to the PlayvoiceclientDisconnectDplay method has completed.The structure contains information for the DvmsgidDisconnectresultDplay system message.</summary>
<summary>The default behavior for this method is to automatically mark the object as Unavailable when the first connection is established. By specifying this flag, the object is not automatically marked unavailable after the first connection is established, thereby allowing multiple connections.</summary>
<summary>The default behavior for this method is to automatically mark the object as Unavailable when the first connection is established. By specifying this flag, the object is not automatically marked unavailable after the first connection is established, thereby allowing multiple connections.</summary>
<summary>Used to specify connection information for a lobby client when connecting to the lobby application in the Play8lobbyclientConnectapplicationDplay method.</summary>
<summary>Used to specify the settings you want to associate with a connection. These settings contain all the information required to create, initialize and connect/host a Microsoft® DirectPlay® object.</summary>
<summary>The ConnectionSettingsDplay message is sent from the lobby client to the lobby application when is called. It is also sent from the lobby application to the lobby client when is called.</summary>
<summary>Microsoft® DirectPlay® generates a ConnectDplay message when a lobby client connects to the lobbied application through the method.The structure is passed with the ConnectDplay message.</summary>
<summary>Context value associated with this connection. For lobbied applications, set this parameter when this message is received in your message handler to associate the context value with the connection. This may be set to NULL to disable context values.</summary>
<summary>Handle used to identify the connection. This handle is used in subsequent calls to Play8lobbyclientSendDplay and Play8lobbyclientReleaseapplicationDplay.</summary>
<summary>Microsoft® DirectPlay® generates a DisconnectDplay message when a lobby client disconnects from a lobbied application through the method.The structure contains information for the DisconnectDplay system message.</summary>
<summary>Microsoft® DirectPlay® generates the message when the target receives a message sent by the or method.The structure contains information for the system message.</summary>
<summary>Pointer to the message data buffer. This buffer is normally only valid while the DpnMsgidReceiveDplay message is being processed by the callback message handler.</summary>
<summary>Microsoft® DirectPlay® generates the SessionStatusDplay message when the session has been updated with a call to the method.The structure contains the information for the SessionStatusDplay system message.</summary>
<summary>Retrieves a 3-D sound buffer for a player or group. You can use the methods of the 3-D sound buffer object to change the virtual 3-D position of incoming voice transmissions from the specified group or player.</summary>
<summary>Retrieves a 3-D sound buffer for a player or group. You can use the methods of the 3-D sound buffer object to change the virtual 3-D position of incoming voice transmissions from the specified group or player.</summary>
<summary>Retrieves a value that is true if the <see cref="T:Microsoft.DirectX.DirectPlay.Voice.Client" /> object is disposed; otherwise the value is false.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidConnectresultDplay message when the connect request generated through a call to the PlayvoiceclientConnectDplay method has completed.The structure contains information for the DvmsgidConnectresultDplay message.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidDisconnectresultDplay message when the disconnect request generated through a call to the PlayvoiceclientDisconnectDplay method has completed.The structure contains information for the DvmsgidDisconnectresultDplay system message.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidHostmigratedDplay message when the voice host has migrated.The structure contains information for the DvmsgidHostmigratedDplay system message.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidInputlevelDplay message periodically to notify the user of the input level from the microphone.The structure contains information for the DvmsgidInputlevelDplay system message.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidOutputlevelDplay message periodically to notify the user of the output level of playback.The structure contains information for the DvmsgidOutputlevelDplay system message.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidPlayeroutputlevelDplay message periodically to notify the user of the output level of an individual player's voice stream.The structure contains information for the DvmsgidPlayeroutputlevelDplay system message.</summary>
<summary>Starts an initialized Microsoft® DirectPlay® Voice session within a running Microsoft® DirectPlay® transport session. This method must be successfully called before the clients can complete a connection to the voice session.</summary>
<summary>Retrieves a value that is true if the <see cref="T:Microsoft.DirectX.DirectPlay.Voice.Server" /> object is disposed; otherwise the value is false.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidSessionlostDplay message when the voice session terminates.The structure contains information for the DvmsgidSessionlostDplay system message.</summary>
<summary>Runs the Audio Setup Wizard on the specified devices. This wizard runs a series of tests on the devices to determine if they are capable of full duplex audio and to ensure that the microphone is plugged in and working correctly on the capture device.</summary>
<summary>Runs the Audio Setup Wizard on the specified devices. This wizard runs a series of tests on the devices to determine if they are capable of full duplex audio and to ensure that the microphone is plugged in and working correctly on the capture device.</summary>
<summary>Runs the Audio Setup Wizard on the specified devices. This wizard runs a series of tests on the devices to determine if they are capable of full duplex audio and to ensure that the microphone is plugged in and working correctly on the capture device.</summary>
<summary>Runs the Audio Setup Wizard on the specified devices. This wizard runs a series of tests on the devices to determine if they are capable of full duplex audio and to ensure that the microphone is plugged in and working correctly on the capture device.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidDisconnectresultDplay message when the disconnect request generated through a call to the PlayvoiceclientDisconnectDplay method has completed.The structure contains information for the DvmsgidDisconnectresultDplay system message.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidPlayeroutputlevelDplay message periodically to notify the user of the output level of an individual player's voice stream.The structure contains information for the DvmsgidPlayeroutputlevelDplay system message.</summary>
<summary>Buffer aggressiveness setting for the adaptive buffer algorithm. For most applications, this can be set to DVBUFFERAGGRESSIVENESS_DEFAULT. It can also be set to anything in the range of DVBUFFERAGGRESSIVENESS_MIN and DVBUFFERAGGRESSIVENESS_MAX. In general, the higher the value, the quicker the adaptive buffering adjusts to changing conditions. The lower the value, the slower the adaptive buffering adjusts to changing conditions.</summary>
<summary>Buffer quality setting for the adaptive buffering algorithm. For most applications, this should be set to DVBUFFERQUALITY_DEFAULT. It can be set to anything in the range of DVBUFFERQUALITY_MIN to DVBUFFERQUALITY_MAX. In general, the higher the value, the higher the quality of the voice but the higher the latency. The lower the value, the lower the latency but the lower the quality.</summary>
<summary>Value indicating how often you want to receive DVMSGID_OUTPUTLEVEL and DVMSGID_INPUTLEVEL (if session is full duplex) messages. If this value is set to 0, these messages are disabled. The value specifies the number of milliseconds between these messages. DVNOTIFYPERIOD_MINPERIOD specifies the minimum period between messages that is allowed.</summary>
<summary>Value indicating what the playback volume should be set to. Adjusting this volume adjusts both the main buffer and all 3-D sound buffers. See the IDirectSoundBuffer8.SetVolume method for valid values. You can specify DVPLAYBACKVOLUME_DEFAULT to use a default value that is appropriate for most situations (full volume).</summary>
<summary>LONG value that specifies what the volume of the recording should be set to. See the IDirectSoundBuffer8.SetVolume method for valid values.If automatic gain control is enabled, this value can be set to DVRECORDVOLUME_LAST, which tells the system to use the current volume as determined by the automatic gain control algorithm. If a value other than DVRECORDVOLUME_LAST is specified in combination with automatic gain control, this value will be used to restart the algorithm at the specified value.On return from a call to PlayvoiceclientGetclientconfigDplay, this value will contain the current recording volume. When adjusting the recording volume, Microsoft® DirectPlay® Voice will adjust the volume for the microphone (if a microphone volume is present for the card) and the master recording volume (if one is present on the card). If neither a microphone volume nor a master record volume is present, Microsoft® DirectPlay® Voice will be unable to adjust the recording volume.</summary>
<summary>Input level used to trigger voice transmission if the DVCLIENTCONFIG_MANUALVOICEACTIVATED flag is specified in the dwFlags member. When the flag is specified, this value can be set to anywhere in the range of DVTHRESHOLD_MIN to DVTHRESHOLD_MAX. Additionally, DVTHRESHOLD_DEFAULT can be set to use a default value. If DVCLIENTCONFIG_MANUALVOICEACTIVATED or DVCLIENTCONFIG_AUTOVOICEACTIVATED is not specified in the dwFlags member. When the flag is specified, this value can be set to anywhere in the range member of this structure (indicating push-to-talk mode) this value must be set to DVTHRESHOLD_UNUSED.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidConnectresultDplay message when the connect request generated through a call to the PlayvoiceclientConnectDplay method has completed.The structure contains information for the DvmsgidConnectresultDplay message.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidCreatevoiceplayerDplay message when a new player joins the voice session.The structure contains information for the DvmsgidCreatevoiceplayerDplay message.</summary>
<summary>For clients, Microsoft® DirectPlay® Voice generates the DvmsgidDeletevoiceplayerDplay message when a player quits the voice session. This message is available only to clients in peer-to-peer voice sessions.For the host, Microsoft® DirectPlay® Voice generates the message when a player quits the voice session.The structure contains information for the DvmsgidDeletevoiceplayerDplay system message.</summary>
<summary>Pointer to the context value set for the player. This value is set through the pvPlayerContext member of the DvmsgidCreatevoiceplayerDplay structure.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidDisconnectresultDplay message when the disconnect request generated through a call to the PlayvoiceclientDisconnectDplay method has completed.The structure contains information for the DvmsgidDisconnectresultDplay system message.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidHostmigratedDplay message when the voice host has migrated.The structure contains information for the DvmsgidHostmigratedDplay system message.</summary>
<summary>If the local client has become the new voice session host, this member will point to a newly created PlayvoiceserverDplay object that can be used by the local client for providing host services.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidInputlevelDplay message periodically to notify the user of the input level from the microphone.The structure contains information for the DvmsgidInputlevelDplay system message.</summary>
<summary>Pointer to the context value set for the local player. This value is set through the pvPlayerContext member of the DvmsgidCreatevoiceplayerDplay structure.</summary>
<summary>Integer value representing peak level across the current frame, which corresponds to approximately 1/10 second of audio stream. The current frame typically lags 50-200 ms behind real-time. This value can range from 0 through 99, with 0 being completely silent and 99 being the highest possible input level.</summary>
<summary>Current recording volume for the client. The value can range from -10,000 to 0. This member is available even when automatic gain control is active.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidOutputlevelDplay message periodically to notify the user of the output level of playback.The structure contains information for the DvmsgidOutputlevelDplay system message.</summary>
<summary>Pointer to the context value set for the local player. This value is set through the pvPlayerContext member of the DvmsgidCreatevoiceplayerDplay message structure.</summary>
<summary>Integer representing the current output level of playback. This value must be in the range from 0 through 99. 0 indicates complete silence and 99 indicates the highest possible output level.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidPlayeroutputlevelDplay message periodically to notify the user of the output level of an individual player's voice stream.The structure contains information for the DvmsgidPlayeroutputlevelDplay system message.</summary>
<summary>Integer representing the current output level of the player's voice stream. This value must be in the range from 0 through 99, with 0 being completely silent and 99 being the highest possible output level.</summary>
<summary>Pointer to the context value set for the player. This value is set through the pvPlayerContext member of the DvmsgidCreatevoiceplayerDplay message structure.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidPlayervoicestartDplay message when an incoming audio stream begins playing back.The structure contains information for the DvmsgidPlayervoicestartDplay system message.</summary>
<summary>Pointer to the context value set for the player. This value is set through the pvPlayerContext member of the DvmsgidCreatevoiceplayerDplay message structure.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidPlayervoicestopDplay message when an incoming audio stream stops.The DvmsgidPlayervoicestopDplay structure contains information for the DvmsgidPlayervoicestopDplay system message.</summary>
<summary>Pointer to the context value set for the player. This value is set through the pvPlayerContext member of the DvmsgidCreatevoiceplayerDplay message structure.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidRecordstartDplay message when audio input on the local client begins.The structure contains information for the DvmsgidRecordstartDplay system message.</summary>
<summary>Pointer to the context value set for the player. This value is set through the pvPlayerContext member of the DvmsgidCreatevoiceplayerDplay message structure.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidRecordstopDplay message when audio input on the local client stops.The structure contains information for the DvmsgidRecordstopDplay system message.</summary>
<summary>Pointer to the context value set for the player. This value is set through the pvPlayerContext member of the DvmsgidCreatevoiceplayerDplay message structure.</summary>
<summary>Describes the desired or current session settings for the Microsoft® DirectPlay® Voice server. This structure is used by the voice session host to configure the session, and by the session host and clients to retrieve information about the current session.</summary>
<summary>Buffer aggressiveness setting. This member is unused for all session types except mixing sessions. For all sessions except mixing sessions, set this member to DVBUFFERAGGRESSIVENESS_DEFAULT. Allowable values are between DVBUFFERAGGRESSIVENESS _MIN and DVBUFFERAGGRESSIVENESS _MAX. Additionally, this member can be set to the following value.</summary>
<summary>The buffer quality setting. This member is unused for all session types except mixing sessions. For all sessions except mixing sessions, set this member to DVBUFFERQUALITY_DEFAULT. Allowable values are between DVBUFFERQUALITY_MIN and DVBUFFERQUALITY_MAX. Additionally, this member can be set to the following value.</summary>
<summary>The type of Microsoft® DirectPlay® Voice session to run. The DVSESSIONTYPE_PEER flag is not available in client/server sessions; all other flags are valid for all session types. This member can be one of the following values.</summary>
<summary>Microsoft® DirectPlay® Voice generates the DvmsgidSessionlostDplay message when the voice session terminates.The structure contains information for the DvmsgidSessionlostDplay system message.</summary>
<summary>PdvmessagehandlerDplay is an application-defined callback function used by the PlayvoiceclientDplay and PlayvoiceserverDplay objects to send messages to the user.</summary>
<summary>Used to set and retrieve information about the sound device configuration and cannot be changed once a connection has been made. After a connection is made, you can retrieve the current sound device configuration by calling PlayvoiceclientGetsounddeviceconfigDplay.</summary>
<summary>When this structure is used in PlayvoiceclientConnectDplay method, this member specifies the GUID of the device used for capture. This must be specified even if the LpdsCaptureDevice member is used. If you used NULL when specifying the device when you created your DirectSoundCapture object, pass DSDEVID_DefaultCapture for this member.</summary>
<summary>When this structure is used in PlayvoiceclientConnectDplay method, this member specifies the GUID of the device used for capture. This must be specified even if the LpdsCaptureDevice member is used. If you used NULL when specifying the device when you created your DirectSoundCapture object, pass DSDEVID_DefaultCapture for this member.</summary>
<summary>Pointer to an IDirectSoundBuffer8 object, which is used to create the Microsoft® DirectPlay® Voice main buffer. This can be either NULL or a user-created Microsoft DirectSound® buffer. If this member is set to NULL, Microsoft® DirectPlay® Voice will create a buffer for the main voice buffer. If users specify a buffer here, Microsoft® DirectPlay® Voice will use their buffer for the main voice buffer. User-created buffers have the following restrictions.</summary>
<summary>Passed directly to the dwFlags parameter of the IDirectSoundBuffer8.Play method when Play is called for the main buffer. The DSBPLAY_LOOPING flag is automatically added to this field. See the documentation on IDirectSoundBuffer8.Play for details. This parameter must be 0 if the LpdsMainBuffer member of this structure is NULL.</summary>
<summary>Passed directly to the dwPriority parameter of the IDirectSoundBuffer8.Play method when Play is called on the main buffer. See documentation for IDirectSoundBuffer8.Play for more information. This member must be set to 0 if lpdsMainBufferDesc is NULL.</summary>