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- //----------------------------------------------------------------------------
- // File: SimpleClient.cpp
- //
- // Desc: The SimpleClientServer sample is a simple client/server application.
- //
- // Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <windows.h>
- #include <basetsd.h>
- #include <dplay8.h>
- #include <dpaddr.h>
- #include <dplobby8.h>
- #include <dxerr8.h>
- #include <tchar.h>
- #include "DXUtil.h"
- #include "SimpleClientServer.h"
- #include "NetClient.h"
- #include "resource.h"
-
-
-
-
- //-----------------------------------------------------------------------------
- // player struct 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 ) DestoryPlayerStruct( pPlayerInfo ); } pPlayerInfo = NULL;
- #define PLAYER_UNLOCK() LeaveCriticalSection( &g_csPlayerContext );
-
-
- //-----------------------------------------------------------------------------
- // Defines, and constants
- //-----------------------------------------------------------------------------
- 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
-
- APP_PLAYER_INFO* pNext;
- APP_PLAYER_INFO* pPrev;
- };
-
-
-
-
- //-----------------------------------------------------------------------------
- // Global variables
- //-----------------------------------------------------------------------------
- IDirectPlay8Client* g_pDPClient = NULL; // DirectPlay peer object
- CNetClientWizard* g_pNetClientWizard = 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
- LONG g_lNumberOfActivePlayers = 0; // Number of players currently in game
- DPNID g_dpnidLocalPlayer = 0;
- APP_PLAYER_INFO g_playerHead;
- TCHAR g_strAppName[256] = TEXT("SimpleClient");
- HRESULT g_hrDialog; // Exit code for app
- TCHAR g_strLocalPlayerName[MAX_PATH]; // Local player name
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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 );
- HRESULT GetPlayerStruct( DPNID dpnidPlayer, APP_PLAYER_INFO** ppPlayerInfo );
- VOID DestoryPlayerStruct( APP_PLAYER_INFO* pPlayerInfo );
- VOID AddPlayerStruct( APP_PLAYER_INFO* pPlayerInfo );
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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;
-
- ZeroMemory( &g_playerHead, sizeof(APP_PLAYER_INFO) );
- g_playerHead.pNext = &g_playerHead;
- g_playerHead.pPrev = &g_playerHead;
-
- 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") );
-
- // Init COM so we can use CoCreateInstance
- CoInitializeEx( NULL, COINIT_MULTITHREADED );
-
- // Create helper class
- g_pNetClientWizard = new CNetClientWizard( hInst, 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."),
- g_strAppName, MB_OK | MB_ICONERROR );
- return FALSE;
- }
-
- // If we were launched from a lobby client, then we may have connection settings
- // that we can use to connect to the host. If not, then we'll need to prompt
- // the user to detrimine how to connect.
- if( g_bWasLobbyLaunched && g_pNetClientWizard->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_pNetClientWizard->ConnectUsingLobbySettings() ) )
- {
- DXTRACE_ERR( TEXT("ConnectUsingLobbySettings"), hr );
- MessageBox( NULL, TEXT("Failed to connect using lobby settings. ")
- TEXT("The sample will now quit."),
- g_strAppName, MB_OK | MB_ICONERROR );
-
- bConnectSuccess = FALSE;
- }
- else
- {
- // Read information from g_pNetClientWizard
- _tcscpy( g_strLocalPlayerName, g_pNetClientWizard->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_pNetClientWizard->SetPlayerName( g_strLocalPlayerName );
-
- // 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_pNetClientWizard->DoConnectWizard();
- if( FAILED( hr ) )
- {
- DXTRACE_ERR( TEXT("DoConnectWizard"), hr );
- MessageBox( NULL, TEXT("Multiplayer connect failed. ")
- TEXT("The sample will now quit."),
- g_strAppName, 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_pNetClientWizard
- _tcscpy( g_strLocalPlayerName, g_pNetClientWizard->GetPlayerName() );
-
- // Write information to the registry
- DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Player Name"), g_strLocalPlayerName );
- }
- }
-
- 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."),
- g_strAppName, 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."),
- g_strAppName, MB_OK | MB_ICONERROR );
- }
- }
- }
-
- // Cleanup DirectPlay and helper classes
- if( g_pDPClient )
- {
- g_pDPClient->Close(0);
- SAFE_RELEASE( g_pDPClient );
- }
-
- 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_pNetClientWizard );
-
- RegCloseKey( hDPlaySampleRegKey );
- DeleteCriticalSection( &g_csPlayerContext );
- CoUninitialize();
-
- return TRUE;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitDirectPlay()
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT InitDirectPlay()
- {
- DPNHANDLE hLobbyLaunchedConnection = NULL;
- HRESULT hr;
-
- // Create IDirectPlay8Client
- if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8Client, NULL,
- CLSCTX_INPROC_SERVER,
- IID_IDirectPlay8Client,
- (LPVOID*) &g_pDPClient ) ) )
- 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_pNetClientWizard->Init( g_pDPClient, g_pLobbiedApp );
-
- // Init IDirectPlay8Client
- if( FAILED( hr = g_pDPClient->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
-
- SetWindowText( hDlg, g_strAppName );
-
- // 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;
-
- // Get the player struct accosicated with this DPNID
- PLAYER_LOCK(); // enter player struct CS
- hr = GetPlayerStruct( dpnidPlayer, &pPlayerInfo );
- PLAYER_UNLOCK(); // leave player struct 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_TERMINATE_SESSION:
- {
- PDPNMSG_TERMINATE_SESSION pTerminateSessionMsg;
- pTerminateSessionMsg = (PDPNMSG_TERMINATE_SESSION)pMsgBuffer;
-
- g_hrDialog = DPNERR_CONNECTIONLOST;
- EndDialog( g_hDlg, 0 );
- break;
- }
-
- case DPN_MSGID_RECEIVE:
- {
- HRESULT hr;
- PDPNMSG_RECEIVE pReceiveMsg;
- pReceiveMsg = (PDPNMSG_RECEIVE)pMsgBuffer;
-
- GAMEMSG_GENERIC* pMsg = (GAMEMSG_GENERIC*) pReceiveMsg->pReceiveData;
- switch( pMsg->dwType )
- {
- case GAME_MSGID_SET_ID:
- {
- // The host is tell us the DPNID for this client
- GAMEMSG_SET_ID* pSetIDMsg;
- pSetIDMsg = (GAMEMSG_SET_ID*)pReceiveMsg->pReceiveData;
-
- g_dpnidLocalPlayer = pSetIDMsg->dpnidPlayer;
- break;
- }
-
- case GAME_MSGID_CREATE_PLAYER:
- {
- // The host is telling us about a new player
- GAMEMSG_CREATE_PLAYER* pCreatePlayerMsg;
- pCreatePlayerMsg = (GAMEMSG_CREATE_PLAYER*)pReceiveMsg->pReceiveData;
-
- // 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;
- _tcscpy( pPlayerInfo->strPlayerName, pCreatePlayerMsg->strPlayerName );
-
- PLAYER_LOCK(); // enter player struct CS
- AddPlayerStruct( pPlayerInfo );
- PLAYER_UNLOCK(); // leave player struct 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
- InterlockedIncrement( &g_lNumberOfActivePlayers );
-
- if( g_hDlg != NULL )
- PostMessage( g_hDlg, WM_APP_UPDATE_STATS, 0, 0 );
- break;
- };
-
- case GAME_MSGID_DESTROY_PLAYER:
- {
- // The host is telling us about a player that's been destroyed
- APP_PLAYER_INFO* pPlayerInfo = NULL;
- GAMEMSG_DESTROY_PLAYER* pDestroyPlayerMsg;
- pDestroyPlayerMsg = (GAMEMSG_DESTROY_PLAYER*)pReceiveMsg->pReceiveData;
-
- // Get the player struct accosicated with this DPNID
- PLAYER_LOCK(); // enter player struct CS
- hr = GetPlayerStruct( pDestroyPlayerMsg->dpnidPlayer, &pPlayerInfo );
- PLAYER_UNLOCK(); // leave player struct 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;
- }
-
- // Release the player struct
- PLAYER_LOCK(); // enter player struct CS
- PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
- PLAYER_UNLOCK(); // leave player struct 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 GAME_MSGID_WAVE:
- {
- // The host is telling us that someone waved to this client
- APP_PLAYER_INFO* pPlayerInfo = NULL;
- GAMEMSG_WAVE* pWaveMsg;
- pWaveMsg = (GAMEMSG_WAVE*)pReceiveMsg->pReceiveData;
-
- // Ignore wave messages set by the local player
- if( pWaveMsg->dpnidPlayer == g_dpnidLocalPlayer )
- break;
-
- // Get the player struct accosicated with this DPNID
- PLAYER_LOCK(); // enter player struct CS
- hr = GetPlayerStruct( pWaveMsg->dpnidPlayer, &pPlayerInfo );
- PLAYER_ADDREF( pPlayerInfo ); // addref player, since we are using it now
- PLAYER_UNLOCK(); // leave player struct 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;
- }
-
- // 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;
- };
- }
-
- 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_pNetClientWizard )
- g_pNetClientWizard->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_pNetClientWizard )
- return g_pNetClientWizard->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("SimpleClient"), 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;
- // DirectPlay will tell via the message handler
- // if there are any severe errors, so ignore any errors
- g_pDPClient->Send( &bufferDesc, 1, 0, NULL, &hAsync, 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 );
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: AddPlayerStruct()
- // Desc: Add pPlayerInfo to the circular linked list, g_playerHead
- //-----------------------------------------------------------------------------
- VOID AddPlayerStruct( APP_PLAYER_INFO* pPlayerInfo )
- {
- pPlayerInfo->pNext = g_playerHead.pNext;
- pPlayerInfo->pPrev = &g_playerHead;
-
- g_playerHead.pNext->pPrev = pPlayerInfo;
- g_playerHead.pNext = pPlayerInfo;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: DestoryPlayerStruct()
- // Desc: Remove pPlayerInfo from the circular linked list, g_playerHead
- //-----------------------------------------------------------------------------
- VOID DestoryPlayerStruct( APP_PLAYER_INFO* pPlayerInfo )
- {
- pPlayerInfo->pNext->pPrev = pPlayerInfo->pPrev;
- pPlayerInfo->pPrev->pNext = pPlayerInfo->pNext;
-
- SAFE_DELETE( pPlayerInfo );
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: GetPlayerStruct()
- // Desc: Searchs the circular linked list, g_playerHead, for dpnidPlayer
- //-----------------------------------------------------------------------------
- HRESULT GetPlayerStruct( DPNID dpnidPlayer, APP_PLAYER_INFO** ppPlayerInfo )
- {
- if( ppPlayerInfo == NULL )
- return E_FAIL;
-
- APP_PLAYER_INFO* pCurPlayer = g_playerHead.pNext;
-
- *ppPlayerInfo = NULL;
- while ( pCurPlayer != &g_playerHead )
- {
- if( pCurPlayer->dpnidPlayer == dpnidPlayer )
- {
- *ppPlayerInfo = pCurPlayer;
- return S_OK;
- }
-
- pCurPlayer = pCurPlayer->pNext;
- }
-
- // Not found.
- return E_FAIL;
- }
-
-
-