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- //----------------------------------------------------------------------------
- // File: ChatPeer.cpp
- //
- // Desc: The main game file for the ChatPeer 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
- // chat session where users can send text to each other.
- //
- // Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <windows.h>
- #include <basetsd.h>
- #include <richedit.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 MAX_CHAT_STRINGS 50
- #define MAX_CHAT_STRING_LENGTH 508
- #define WM_APP_UPDATE_STATS (WM_APP + 0)
- #define WM_APP_CHAT (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. // {876A3036-FFD7-46bc-9209-B42F617B9BE7}
- GUID g_guidApp = { 0x876a3036, 0xffd7, 0x46bc, { 0x92, 0x9, 0xb4, 0x2f, 0x61, 0x7b, 0x9b, 0xe7 } };
-
- 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("ChatPeer");
- 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_CHAT 1
-
- // Change compiler pack alignment to be BYTE aligned, and pop the current value
- #pragma pack( push, 1 )
-
- struct GAMEMSG_GENERIC
- {
- BYTE nType;
- };
-
- struct GAMEMSG_CHAT : public GAMEMSG_GENERIC
- {
- TCHAR strChatString[MAX_CHAT_STRING_LENGTH];
- };
-
- // Pop the old pack alignment
- #pragma pack( pop )
-
-
- struct APP_QUEUED_DATA
- {
- GAMEMSG_CHAT* pChatMsg;
- DPNHANDLE hBufferHandle;
- };
-
-
-
- //-----------------------------------------------------------------------------
- // Function-prototypes
- //-----------------------------------------------------------------------------
- HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
- HRESULT WINAPI DirectPlayLobbyMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
- INT_PTR CALLBACK ChatDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
- HRESULT InitDirectPlay();
- HRESULT OnInitDialog( HWND hDlg );
- HRESULT SendChatMessage( HWND hDlg );
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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 );
- goto LCleanup;
- }
-
- // Check if we were launched from a lobby client
- if( g_bWasLobbyLaunched && g_pNetConnectWizard->HaveConnectionSettingsFromLobby() )
- {
- // If were lobby launched then DPL_MSGID_CONNECT has already been
- // handled, so we can just tell the wizard to connect to the lobby
- // that has sent us a DPL_MSGID_CONNECT msg.
- 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 );
-
- // Do the connection wizard
- 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) ChatDlgProc );
-
- 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 );
- }
- }
- }
-
- LCleanup:
- // 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: ChatDlgProc()
- // Desc: Handles dialog messages
- //-----------------------------------------------------------------------------
- INT_PTR CALLBACK ChatDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam )
- {
- switch( msg )
- {
- case WM_INITDIALOG:
- {
- g_hDlg = hDlg;
- if( FAILED( g_hrDialog = OnInitDialog( hDlg ) ) )
- {
- DXTRACE_ERR( TEXT("OnInitDialog"), g_hrDialog );
- EndDialog( hDlg, 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_CHAT:
- {
- HRESULT hr;
- DPNID dpnidPlayer = (DPNID) 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
-
- APP_QUEUED_DATA* pQueuedData = (APP_QUEUED_DATA*) lParam;
-
- if( FAILED(hr) || pPlayerInfo == NULL )
- {
- // The player who sent this may have gone away before this
- // message was handled, so just ignore it
- if( pQueuedData )
- {
- g_pDP->ReturnBuffer( pQueuedData->hBufferHandle,0 );
- SAFE_DELETE( pQueuedData );
- }
- break;
- }
-
- // Add the message to the local listbox
- HWND hWndChatBox = GetDlgItem( hDlg, IDC_CHAT_LISTBOX );
- int nCount = (int)SendMessage( hWndChatBox, LB_GETCOUNT, 0, 0 );
- if( nCount > MAX_CHAT_STRINGS )
- SendMessage( hWndChatBox, LB_DELETESTRING, 0, 0 );
-
- // Make the chat string from the player's name and the edit box string
- TCHAR strChatBuffer[MAX_PLAYER_NAME + MAX_CHAT_STRING_LENGTH + 32];
- wsprintf( strChatBuffer, TEXT("<%s> %s"), pPlayerInfo->strPlayerName, pQueuedData->pChatMsg->strChatString );
-
- PLAYER_LOCK(); // enter player context CS
- PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
- PLAYER_UNLOCK(); // leave player context CS
-
- // Add it, and make sure it is visible
- int nIndex = (int)SendMessage( hWndChatBox, LB_ADDSTRING, 0, (LPARAM)strChatBuffer );
- SendMessage( hWndChatBox, LB_SETTOPINDEX, nIndex, 0 );
-
- // Done with the buffer, so return it DirectPlay,
- // so that the memory can be reused
- g_pDP->ReturnBuffer( pQueuedData->hBufferHandle,0 );
- SAFE_DELETE( pQueuedData );
- break;
- }
-
- case WM_COMMAND:
- switch( LOWORD(wParam) )
- {
- case IDC_CHAT_EDIT:
- if( HIWORD(wParam) == EN_UPDATE )
- {
- BOOL bEnableSend;
- if( 0 == GetWindowTextLength( GetDlgItem( hDlg, IDC_CHAT_EDIT ) ) )
- bEnableSend = FALSE;
- else
- bEnableSend = TRUE;
-
- EnableWindow( GetDlgItem( hDlg, IDC_SEND ), bEnableSend );
- }
- break;
-
- case IDC_SEND:
- // The enter key was pressed, so send out the chat message
- if( FAILED( g_hrDialog = SendChatMessage( hDlg ) ) )
- {
- DXTRACE_ERR( TEXT("SendChatMessage"), g_hrDialog );
- EndDialog( hDlg, 0 );
- }
- break;
-
- case IDCANCEL:
- g_hrDialog = S_OK;
- EndDialog( hDlg, 0 );
- return TRUE;
- }
- break;
- }
-
- return FALSE; // Didn't handle message
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: OnInitDialog()
- // Desc: Inits the dialog for the chat client.
- //-----------------------------------------------------------------------------
- HRESULT OnInitDialog( HWND 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
-
- // Display local player's name
- SetDlgItemText( hDlg, IDC_PLAYER_NAME, g_strLocalPlayerName );
-
- PostMessage( hDlg, WM_APP_UPDATE_STATS, 0, 0 );
- SetFocus( GetDlgItem( hDlg, IDC_CHAT_EDIT ) );
-
- SendMessage( GetDlgItem( hDlg, IDC_CHAT_EDIT ), EM_SETEVENTMASK, 0, ENM_UPDATE );
- EnableWindow( GetDlgItem( hDlg, IDC_SEND ), FALSE );
-
- if( g_pNetConnectWizard->IsHostPlayer() )
- SetWindowText( hDlg, TEXT("ChatPeer (Host)") );
- else
- SetWindowText( hDlg, TEXT("ChatPeer") );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: DirectPlayMessageHandler
- // Desc: Handler for DirectPlay messages. This function is called by
- // the DirectPlay message handler pool of threads, so be care 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
- // as this sample shows
-
- // This function is called by the DirectPlay message handler pool of
- // threads, so be care of thread synchronization problems with shared memory
-
- HRESULT hReturn = S_OK;
-
- 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->dpnidPlayer = pCreatePlayerMsg->dpnidPlayer;
- pPlayerInfo->lRefCount = 1;
-
- // 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;
-
- if( pHostMigrateMsg->dpnidNewHost == g_dpnidLocalPlayer )
- SetWindowText( g_hDlg, TEXT("ChatPeer (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->nType == GAME_MSGID_CHAT )
- {
- // This message is sent when a player has send a chat message 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.
- GAMEMSG_CHAT* pChatMessage = (GAMEMSG_CHAT*) pMsg;
-
- // Record the buffer handle so the buffer can be returned later
- APP_QUEUED_DATA* pQueuedData = new APP_QUEUED_DATA;
- pQueuedData->hBufferHandle = pReceiveMsg->hBufferHandle;
- pQueuedData->pChatMsg = pChatMessage;
-
- // Pass the APP_QUEUED_DATA to the main dialog thread, so it can
- // process it. It will also cleanup the struct
- PostMessage( g_hDlg, WM_APP_CHAT,
- pPlayerInfo->dpnidPlayer, (LPARAM) pQueuedData );
-
- // Tell DirectPlay to assume that ownership of the buffer
- // has been transferred to the application, and so it will
- // neither free nor modify it until ownership is returned
- // to DirectPlay through the ReturnBuffer() call.
- hReturn = DPNSUCCESS_PENDING;
- }
- 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( hReturn != DPNSUCCESS_PENDING && SUCCEEDED(hReturn) && g_pNetConnectWizard )
- hReturn = g_pNetConnectWizard->MessageHandler( pvUserContext, dwMessageId, pMsgBuffer );
-
- return hReturn;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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: SendChatMessage()
- // Desc: Create chat string based on the editbox and send it to everyone
- //-----------------------------------------------------------------------------
- HRESULT SendChatMessage( HWND hDlg )
- {
- // Get length of item text
- DWORD dwEditboxBufferSize = (DWORD)SendDlgItemMessage( hDlg, IDC_CHAT_EDIT,
- WM_GETTEXTLENGTH, 0, 0 );
- if( dwEditboxBufferSize == 0 )
- return S_OK; // Don't do anything for blank messages
-
- GAMEMSG_CHAT msgChat;
- msgChat.nType = GAME_MSGID_CHAT;
- GetDlgItemText( hDlg, IDC_CHAT_EDIT, msgChat.strChatString, MAX_CHAT_STRING_LENGTH );
-
- // Set the dwBufferSize to only send the string that has valid text in it.
- // Otherwise bandwidth is wasted.
- DPN_BUFFER_DESC bufferDesc;
- bufferDesc.dwBufferSize = sizeof(msgChat.nType) +
- (_tcslen(msgChat.strChatString)+1)*sizeof(TCHAR);
- bufferDesc.pBufferData = (BYTE*) &msgChat;
-
- // Send it to all of the players include the local client
- // DirectPlay will tell via the message handler
- // if there are any severe errors, so ignore any errors
- DPNHANDLE hAsync;
- g_pDP->SendTo( DPNID_ALL_PLAYERS_GROUP, &bufferDesc, 1,
- 0, NULL, &hAsync, DPNSEND_GUARANTEED );
-
- // Blank out edit box
- SetDlgItemText( hDlg, IDC_CHAT_EDIT, TEXT("") );
-
- return S_OK;
- }
-
-
-
-
-
-