Initial commit: ROW Client source code
Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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Library/dxx8/samples/Multimedia/Common/include/netclient.h
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102
Library/dxx8/samples/Multimedia/Common/include/netclient.h
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//-----------------------------------------------------------------------------
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// File: NetConnect.h
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//
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// Desc:
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//
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// Copyright (C) 2000-2001 Microsoft Corporation. All Rights Reserved.
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//-----------------------------------------------------------------------------
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#ifndef NETCLIENT_H
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#define NETCLIENT_H
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#include <windows.h>
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#include <dplay8.h>
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#include <dpaddr.h>
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#include <tchar.h>
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//-----------------------------------------------------------------------------
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// Defines, structures, and error codes
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//-----------------------------------------------------------------------------
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#define DISPLAY_REFRESH_RATE 250
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#define TIMERID_DISPLAY_HOSTS 1
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#define TIMERID_CONNECT_COMPLETE 2
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#define NCW_S_FORWARD 0x01000001 // Dialog success, so go forward
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#define NCW_S_BACKUP 0x01000002 // Dialog canceled, show previous dialog
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#define NCW_S_QUIT 0x01000003 // Dialog quit, close app
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#define NCW_S_LOBBYCONNECT 0x01000004 // Dialog connected from lobby, connect success
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class CNetClientWizard
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{
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public:
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CNetClientWizard( HINSTANCE hInst, TCHAR* strAppName, GUID* pGuidApp );
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virtual ~CNetClientWizard();
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HRESULT WINAPI MessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
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HRESULT WINAPI LobbyMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
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VOID Init( IDirectPlay8Client* pDPClient, IDirectPlay8LobbiedApplication* pLobbiedApp );
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HRESULT DoConnectWizard();
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HRESULT ConnectUsingLobbySettings();
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void SetPlayerName( TCHAR* strPlayerName ) { _tcscpy( m_strLocalPlayerName, strPlayerName ); }
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TCHAR* GetPlayerName() { return m_strLocalPlayerName; }
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BOOL HaveConnectionSettingsFromLobby() { return m_bHaveConnectionSettingsFromLobby; }
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protected:
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struct DPHostEnumInfo
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{
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DWORD dwRef;
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DPN_APPLICATION_DESC* pAppDesc;
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IDirectPlay8Address* pHostAddr;
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IDirectPlay8Address* pDeviceAddr;
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TCHAR szSession[MAX_PATH];
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DWORD dwLastPollTime;
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BOOL bValid;
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DPHostEnumInfo* pNext;
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};
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static INT_PTR CALLBACK StaticSessionsDlgProc( HWND, UINT, WPARAM, LPARAM );
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static INT_PTR CALLBACK StaticLobbyWaitDlgProc( HWND, UINT, WPARAM, LPARAM );
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INT_PTR CALLBACK SessionsDlgProc( HWND, UINT, WPARAM, LPARAM );
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INT_PTR CALLBACK LobbyWaitDlgProc( HWND, UINT, WPARAM, LPARAM );
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VOID SessionsDlgInitListbox( HWND hDlg );
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HRESULT SessionsDlgEnumHosts( HWND hDlg );
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HRESULT SessionsDlgNoteEnumResponse( PDPNMSG_ENUM_HOSTS_RESPONSE pEnumHostsResponse );
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VOID SessionsDlgExpireOldHostEnums();
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HRESULT SessionsDlgDisplayEnumList( HWND hDlg );
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HRESULT SessionsDlgJoinGame( HWND hDlg );
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HRESULT SessionsDlgCreateGame( HWND hDlg );
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VOID SessionsDlgEnumListCleanup();
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IDirectPlay8Client* m_pDPClient;
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IDirectPlay8LobbiedApplication* m_pLobbiedApp;
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CRITICAL_SECTION m_csHostEnum;
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GUID m_guidApp;
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HRESULT m_hrDialog;
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HWND m_hDlg;
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HINSTANCE m_hInst;
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DPHostEnumInfo m_DPHostEnumHead;
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TCHAR m_strAppName[MAX_PATH];
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TCHAR m_strLocalPlayerName[MAX_PATH];
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BOOL m_bSearchingForSessions;
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BOOL m_bEnumListChanged;
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DPNHANDLE m_hEnumAsyncOp;
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DWORD m_dwEnumHostExpireInterval;
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BOOL m_bConnecting;
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DPNHANDLE m_hConnectAsyncOp;
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HANDLE m_hConnectCompleteEvent;
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HANDLE m_hLobbyConnectionEvent;
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HRESULT m_hrConnectComplete;
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BOOL m_bHaveConnectionSettingsFromLobby;
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DPNHANDLE m_hLobbyClient;
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};
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#endif // NETCLIENT_H
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