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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178
Library/dxx8/samples/Multimedia/DirectPlay/SimplePeer/readme.txt
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178
Library/dxx8/samples/Multimedia/DirectPlay/SimplePeer/readme.txt
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//-----------------------------------------------------------------------------
|
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//
|
||||
// Sample Name: SimplePeer Sample
|
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//
|
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// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
SimplePeer illustrates how to network other players using DirectPlay.
|
||||
After joining or creating a session, a simple game
|
||||
begins immediately. Other players may join the game in progress at any time.
|
||||
|
||||
The game itself is very simple, passing a single DirectPlay message to all
|
||||
connected players when the "Wave To other players" button is pressed.
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\DirectPlay\SimplePeer
|
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|
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Executable: DXSDK\Samples\Multimedia\DirectPlay\Bin
|
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|
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User's Guide
|
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============
|
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Enter the player's name, and choose a connection type. You can either choose
|
||||
"Wait for Lobby Connection" to wait for a lobby connection or choose a
|
||||
service provider. Use the Multiplayer Games dialog to either search for an
|
||||
active game to join, or to start a new game. After game has been joined or
|
||||
created, the game begins immediately. Other players may join the game at
|
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any time. If host migration is on, then the host player may also leave
|
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at anytime since DirectPlay will automatically migrate the host player.
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Programming Notes
|
||||
=================
|
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This sample was intended to be very simple, showing the basics of using
|
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the DirectPlay API. Here's a quick run through the various steps
|
||||
of SimplePeer:
|
||||
|
||||
* Initialize DirectPlay. See InitDirectPlay()
|
||||
1. Init COM with CoInitialize()
|
||||
2. Create a IDirectPlay8Peer with CoCreateInstance()
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3. Create a IDirectPlay8LobbiedApplication with CoCreateInstance()
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4. Call IDirectPlay8Peer::Initialize to tell the interface about our
|
||||
message handler
|
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5. Call IDirectPlay8LobbiedApplication::Initialize to tell the interface
|
||||
about our message handler
|
||||
6. Check if IDirectPlay8LobbiedApplication::Initialize returned a non-NULL
|
||||
lobby client connection handle. If it did, then we know we were
|
||||
launched by a lobby client, so it may (but not necessarily) also
|
||||
have sent us connection settings we can use to either host or join
|
||||
a game.
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||||
|
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* Either host or connect to a DirectPlay game. See WinMain().
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If we were launched from a lobby client, then we may have connection
|
||||
settings that we can use either host or join a game. If not, then we'll
|
||||
need to prompt the user to determine how to connect.
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|
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- Host/connect using the connection settings obtained from lobby client. See
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CNetConnectWizard::ConnectUsingLobbySettings().
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|
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1. Call IDirectPlay8LobbiedApplication::GetConnectionSettings() to get the
|
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connection settings from a lobby client. Note: the connection
|
||||
settings are also present in the DPL_MSGID_CONNECT message, but if
|
||||
we use those we would need to make a deep copy of the data since
|
||||
we don't own pConnectMsg->pdplConnectionSettings.
|
||||
2. Check dwFlags for DPLCONNECTSETTINGS_HOST. This will tell us if we are
|
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hosting or not.
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3. Call IDirectPlay8Peer::SetPeerInfo so other players know our player name.
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This isn't necessary, but SetPeerInfo is an easy way to post data
|
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such as the player name so that all of the other clients can access it.
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4. If hosting call IDirectPlay8Peer::Host(), otherwise call
|
||||
IDirectPlay8Peer::Connect().
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||||
5. Cleanup DPL_CONNECTION_SETTINGS.
|
||||
|
||||
- Host/connect by prompting user for connect settings. See
|
||||
CNetConnectWizard::DoConnectWizard():
|
||||
|
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This sample calls upon the helper class CNetConnectWizard for this task.
|
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It uses dialog boxes to query the user what to do, however most games will
|
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want to use a fanicer graphics layer such as Direct3D. Here's what
|
||||
CNetConnectWizard does after calling CNetConnectWizard::DoConnectWizard():
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|
||||
1. CNetConnectWizard enumerates and displays DirectPlay's service providers with
|
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IDirectPlay8Peer::EnumServiceProviders.
|
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See CNetConnectWizard::ConnectionsDlgFillListBox()
|
||||
2. When a service provider has been chosen via the UI...
|
||||
See CNetConnectWizard::ConnectionsDlgOnOK().
|
||||
- If the user chooses "Wait for Lobby Connection", then it calls
|
||||
IDirectPlay8LobbiedApplication::SetAppAvailable. This tells the
|
||||
lobby client that our app is available for connection, so it
|
||||
doesn't need to launch a new instance of the application. Then
|
||||
pops a dialog box that has timer. The timer checks to see if
|
||||
m_hLobbyConnectionEvent is signaled (it becomes signaled when a
|
||||
DPL_MSGID_CONNECT is received). When it is, then we can call
|
||||
ConnectUsingLobbySettings().
|
||||
- If the user chooses a SP, it creates a DirectPlay host and device
|
||||
addresses calling CoCreateInstance. Then it calls
|
||||
IDirectPlay8Address::SetSP to pass SP's guid into the two
|
||||
IDirectPlay8Address's.
|
||||
3. Call IDirectPlay8Peer::EnumHosts to enum all the games in progress on that SP.
|
||||
See CNetConnectWizard::SessionsDlgEnumHosts().
|
||||
We pass in a device address to specify which device to use,
|
||||
and a host address to specify the address of the host. For TCP/IP,
|
||||
the host address may contain just the SP to search the local subnet,
|
||||
or it may have the SP and a have an IP address to search. If too
|
||||
little information is supplied and the flag DPNENUMHOSTS_OKTOQUERYFORADDRESSING
|
||||
is passed then DirectPlay will popup a dialog box to prompt the
|
||||
user for any extra needed information. More complex games would
|
||||
probably want to not pass this flag, and supply the needed
|
||||
information so as to avoid unnecessary dialog boxes.
|
||||
4. Process DPN_MSGID_ENUM_HOSTS_RESPONSE messages that come in on the callback.
|
||||
Upon receiving these messages, put them in a data structure. You
|
||||
will need to deep copy the DPN_APPLICATION_DESC, and the pAddressSender.
|
||||
Also be careful to not add duplicates to the list. You will need
|
||||
to manage this structure yourself including expiring old enumerations.
|
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See CNetConnectWizard::SessionsDlgNoteEnumResponse() and
|
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CNetConnectWizard::SessionsDlgExpireOldHostEnums().
|
||||
5. The wizard displays the list of current sessions (built with step #4)
|
||||
and allows the user to either choose a game from the list or
|
||||
create a new one.
|
||||
- If joining a game from the list, it calls IDirectPlay8Peer::SetPeerInfo()
|
||||
to set the player's name, and then calls IDirectPlay8Peer::Connect()
|
||||
passing in the DPN_APPLICATION_DESC, as well as pAddressSender
|
||||
from the selected game. This will async complete, so wait for
|
||||
DPN_MSGID_CONNECT_COMPLETE, and read the connect result from msg.
|
||||
See CNetConnectWizard::SessionsDlgJoinGame(), and
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CNetConnectWizard::SessionsDlgProc()'s WM_TIMER.
|
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- If creating a new game, it calls IDirectPlay8Peer::SetPeerInfo()
|
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to set the player's name, and then calls IDirectPlay8Peer::Host()
|
||||
passing in a DPN_APPLICATION_DESC filled with various info such
|
||||
as the game name, max players, and the app guid. It also passes in
|
||||
the IDirectPlay8Address that describes which SP to use.
|
||||
See CNetConnectWizard::SessionsDlgCreateGame().
|
||||
|
||||
After either prompting the user with dialog boxes or connecting using
|
||||
settings from a lobby connection, the IDirectPlay8Peer interface will
|
||||
be connected to a DirectPlay session by either hosting a new one or join
|
||||
an existing one.
|
||||
|
||||
* Handle DirectPlay system messages. See DirectPlayMessageHandler()
|
||||
- Upon DPN_MSGID_CREATE_PLAYER it calls IDirectPlay8Peer::GetPeerInfo
|
||||
to retrieve the player's name. It then creates a app specific
|
||||
structure for the player, APP_PLAYER_INFO. It passes the
|
||||
pointer to this structure to DirectPlay in the pvPlayerContext
|
||||
field. This prompts DirectPlay to return that pointer whenever
|
||||
a message from or about that player is received, so instead of
|
||||
traversing a data structure to find the player's structure the
|
||||
pvPlayerContext will be pointing directly to the correct
|
||||
structure. Note that since player can be deleted at any time,
|
||||
we need to use ref counting to make sure this player context struct
|
||||
isn't deleted while we are still using it.
|
||||
- Upon DPN_MSGID_DELETE_PLAYER it gets the player's structure from
|
||||
pDeletePlayerMsg->pvPlayerContext and then decrements the
|
||||
ref count for the structure. If the struct's ref count is zero,
|
||||
the struct is deleted.
|
||||
- Upon DPN_MSGID_CONNECTION_TERMINATED it shuts down the dialog.
|
||||
- Upon DPN_MSGID_RECEIVE it casts pReceiveMsg->pReceiveData into
|
||||
a generic app defined structure that helps it figure out
|
||||
what structure is really contained in pReceiveMsg->pReceiveData.
|
||||
For this simple example, if the type is GAME_MSGID_WAVE it
|
||||
just executes an simple action.
|
||||
|
||||
* Send a DirectPlay packet. See WaveToAllPlayers().
|
||||
- If the user presses, "Wave to other players!" button then it
|
||||
calls IDirectPlay8Peer::SendTo() with DPNID_ALL_PLAYERS_GROUP
|
||||
and a data message that is simply a DWORD containing GAME_MSGID_WAVE.
|
||||
|
||||
* Clean up. See bottom of WinMain()
|
||||
1. Delete the connection wizard class.
|
||||
2. Call IDirectPlay8LobbiedApplication::Close()
|
||||
3. Release the IDirectPlay8LobbiedApplication
|
||||
4. Call IDirectPlay8Peer::Close()
|
||||
5. Release the IDirectPlay8Peer
|
||||
1. Free any app-specific resources
|
||||
6. Call CoUninitialize().
|
||||
|
||||
@@ -0,0 +1,37 @@
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//{{NO_DEPENDENCIES}}
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||||
// Microsoft Developer Studio generated include file.
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||||
// Used by SimplePeer.rc
|
||||
//
|
||||
#define IDD_MAIN_GAME 101
|
||||
#define IDC_WAVE 1001
|
||||
#define IDC_NUM_PLAYERS 1002
|
||||
#define IDC_PLAYER_NAME 1003
|
||||
#define IDC_LOG_EDIT 1016
|
||||
#define IDD_MULTIPLAYER_CONNECT 10001
|
||||
#define IDD_MULTIPLAYER_GAMES 10002
|
||||
#define IDD_MULTIPLAYER_CREATE 10003
|
||||
#define IDD_LOBBY_WAIT_STATUS 10004
|
||||
#define IDC_RETURN 11001
|
||||
#define IDC_PLAYER_NAME_EDIT 11002
|
||||
#define IDC_GAMES_LIST 11003
|
||||
#define IDC_JOIN 11004
|
||||
#define IDC_CREATE 11005
|
||||
#define IDC_CONNECTION_LIST 11006
|
||||
#define IDC_BACK 11007
|
||||
#define IDC_CHECK_DPLAY_PROTOCOL 11008
|
||||
#define IDC_EDIT_SESSION_NAME 11009
|
||||
#define IDC_SEARCH_CHECK 11010
|
||||
#define IDC_WAIT_TEXT 11012
|
||||
#define IDC_MIGRATE_HOST 11013
|
||||
#define IDI_MAIN 11014
|
||||
|
||||
// Next default values for new objects
|
||||
//
|
||||
#ifdef APSTUDIO_INVOKED
|
||||
#ifndef APSTUDIO_READONLY_SYMBOLS
|
||||
#define _APS_NEXT_RESOURCE_VALUE 105
|
||||
#define _APS_NEXT_COMMAND_VALUE 40001
|
||||
#define _APS_NEXT_CONTROL_VALUE 1004
|
||||
#define _APS_NEXT_SYMED_VALUE 103
|
||||
#endif
|
||||
#endif
|
||||
@@ -0,0 +1,717 @@
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||||
//----------------------------------------------------------------------------
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||||
// File: SimplePeer.cpp
|
||||
//
|
||||
// Desc: The main game file for the SimplePeer 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
|
||||
// game called "The Greeting Game". When two or more players are connected
|
||||
// to the game, the players have the option of sending a single simple
|
||||
// DirectPlay message to all of the other players. When this message
|
||||
// is receieved by the other players, they simply display a dialog box.
|
||||
//
|
||||
// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
#define STRICT
|
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#include <windows.h>
|
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#include <basetsd.h>
|
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#include <dplay8.h>
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#include <dplobby8.h>
|
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#include <dxerr8.h>
|
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#include "NetConnect.h"
|
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#include "DXUtil.h"
|
||||
#include "resource.h"
|
||||
|
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|
||||
|
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|
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//-----------------------------------------------------------------------------
|
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// Player context locking defines
|
||||
//-----------------------------------------------------------------------------
|
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CRITICAL_SECTION g_csPlayerContext;
|
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#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 WM_APP_UPDATE_STATS (WM_APP + 0)
|
||||
#define WM_APP_DISPLAY_WAVE (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. // {02AE835D-9179-485f-8343-901D327CE794}
|
||||
GUID g_guidApp = { 0x2ae835d, 0x9179, 0x485f, { 0x83, 0x43, 0x90, 0x1d, 0x32, 0x7c, 0xe7, 0x94 } };
|
||||
|
||||
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("SimplePeer");
|
||||
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_WAVE 1
|
||||
|
||||
// Change compiler pack alignment to be BYTE aligned, and pop the current value
|
||||
#pragma pack( push, 1 )
|
||||
|
||||
struct GAMEMSG_GENERIC
|
||||
{
|
||||
DWORD dwType;
|
||||
};
|
||||
|
||||
// Pop the old pack alignment
|
||||
#pragma pack( pop )
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// 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 );
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// 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 );
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
// If we were launched from a lobby client, then we may have connection settings
|
||||
// that we can use either host or join a game. If not, then we'll need to prompt
|
||||
// the user to detrimine how to connect.
|
||||
if( g_bWasLobbyLaunched && g_pNetConnectWizard->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_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 );
|
||||
|
||||
// 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_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) GreetingDlgProc );
|
||||
|
||||
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 );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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: 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
|
||||
|
||||
if( g_pNetConnectWizard->IsHostPlayer() )
|
||||
SetWindowText( hDlg, TEXT("SimplePeer (Host)") );
|
||||
else
|
||||
SetWindowText( hDlg, TEXT("SimplePeer") );
|
||||
|
||||
// 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;
|
||||
|
||||
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
|
||||
|
||||
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_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->lRefCount = 1;
|
||||
pPlayerInfo->dpnidPlayer = pCreatePlayerMsg->dpnidPlayer;
|
||||
|
||||
// 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;
|
||||
|
||||
// Check to see if we are the new host
|
||||
if( pHostMigrateMsg->dpnidNewHost == g_dpnidLocalPlayer )
|
||||
SetWindowText( g_hDlg, TEXT("SimplePeer (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->dwType == GAME_MSGID_WAVE )
|
||||
{
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
|
||||
// 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_pNetConnectWizard )
|
||||
return g_pNetConnectWizard->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_pNetConnectWizard )
|
||||
return g_pNetConnectWizard->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("SimplePeer"), 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;
|
||||
g_pDP->SendTo( DPNID_ALL_PLAYERS_GROUP, &bufferDesc, 1,
|
||||
0, NULL, &hAsync, DPNSEND_NOLOOPBACK | 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 );
|
||||
}
|
||||
@@ -0,0 +1,204 @@
|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
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|
||||
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||||
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|
||||
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|
||||
!MESSAGE "SimplePeer - Win32 Debug Unicode" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "SimplePeer - Win32 Release Unicode" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "SimplePeer - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "SimplePeer - Win32 Debug" (based on "Win32 (x86) Application")
|
||||
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|
||||
|
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||||
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|
||||
|
||||
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||||
|
||||
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||||
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|
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
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|
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
# ADD LINK32 dplay.lib dxguid.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib odbc32.lib odbccp32.lib dxerr8.lib winmm.lib kernel32.lib user32.lib ole32.lib uuid.lib /nologo /subsystem:windows /debug /machine:I386 /nodefaultlib:"LIBC" /pdbtype:sept /stack:0x10000,0x10000
|
||||
# SUBTRACT LINK32 /incremental:no /nodefaultlib
|
||||
|
||||
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|
||||
|
||||
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|
||||
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\common\include" /D "_DEBUG" /D "_WINDOWS" /D "WIN32" /D "_WIN32_DCOM" /D "UNICODE" /D "_UNICODE" /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
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|
||||
# ADD RSC /l 0x409 /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 dplay.lib dxguid.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib odbc32.lib odbccp32.lib dxerr8.lib winmm.lib kernel32.lib user32.lib ole32.lib uuid.lib /nologo /subsystem:windows /debug /machine:I386 /nodefaultlib:"LIBC" /pdbtype:sept
|
||||
# SUBTRACT BASE LINK32 /incremental:no /nodefaultlib
|
||||
# ADD LINK32 dplay.lib dxguid.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib odbc32.lib odbccp32.lib dxerr8.lib winmm.lib kernel32.lib user32.lib ole32.lib uuid.lib /nologo /subsystem:windows /debug /machine:I386 /nodefaultlib:"LIBC" /pdbtype:sept /stack:0x10000,0x10000
|
||||
# SUBTRACT LINK32 /incremental:no /nodefaultlib
|
||||
|
||||
!ELSEIF "$(CFG)" == "SimplePeer - Win32 Release Unicode"
|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /MT /W3 /GX /O2 /I "." /I "..\..\common\include" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "WIN32" /D "_WIN32_DCOM" /YX /FD /c
|
||||
# ADD CPP /nologo /MT /W3 /GX /O2 /I "." /I "..\..\common\include" /D "NDEBUG" /D "_MBCS" /D "_WINDOWS" /D "WIN32" /D "_WIN32_DCOM" /D "UNICODE" /D "_UNICODE" /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "NDEBUG"
|
||||
# ADD RSC /l 0x409 /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 dplay.lib dxguid.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib odbc32.lib odbccp32.lib dxerr8.lib winmm.lib kernel32.lib user32.lib ole32.lib uuid.lib /nologo /subsystem:windows /machine:I386
|
||||
# ADD LINK32 dplay.lib dxguid.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib odbc32.lib odbccp32.lib dxerr8.lib winmm.lib kernel32.lib user32.lib ole32.lib uuid.lib /nologo /subsystem:windows /machine:I386 /stack:0x10000,0x10000
|
||||
|
||||
!ENDIF
|
||||
|
||||
# Begin Target
|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
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|
||||
|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
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|
||||
SOURCE=.\directx.ico
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
SOURCE=.\SimplePeer.rc
|
||||
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|
||||
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|
||||
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|
||||
|
||||
# PROP Default_Filter ""
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\src\dxutil.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\include\dxutil.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\src\NetConnect.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\include\NetConnect.h
|
||||
# End Source File
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
SOURCE=.\readme.txt
|
||||
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|
||||
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|
||||
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|
||||
@@ -0,0 +1,29 @@
|
||||
Microsoft Developer Studio Workspace File, Format Version 6.00
|
||||
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
|
||||
|
||||
###############################################################################
|
||||
|
||||
Project: "SimplePeer"=.\simplepeer.dsp - Package Owner=<4>
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<4>
|
||||
{{{
|
||||
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|
||||
|
||||
###############################################################################
|
||||
|
||||
Global:
|
||||
|
||||
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|
||||
{{{
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
###############################################################################
|
||||
|
||||
@@ -0,0 +1,378 @@
|
||||
# Microsoft Developer Studio Generated NMAKE File, Based on simplepeer.dsp
|
||||
!IF "$(CFG)" == ""
|
||||
CFG=SimplePeer - Win32 Debug Unicode
|
||||
!MESSAGE No configuration specified. Defaulting to SimplePeer - Win32 Debug Unicode.
|
||||
!ENDIF
|
||||
|
||||
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|
||||
!MESSAGE Invalid configuration "$(CFG)" specified.
|
||||
!MESSAGE You can specify a configuration when running NMAKE
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "simplepeer.mak" CFG="SimplePeer - Win32 Debug Unicode"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "SimplePeer - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "SimplePeer - Win32 Debug" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "SimplePeer - Win32 Debug Unicode" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "SimplePeer - Win32 Release Unicode" (based on "Win32 (x86) Application")
|
||||
!MESSAGE
|
||||
!ERROR An invalid configuration is specified.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(OS)" == "Windows_NT"
|
||||
NULL=
|
||||
!ELSE
|
||||
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|
||||
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|
||||
|
||||
!IF "$(CFG)" == "SimplePeer - Win32 Release"
|
||||
|
||||
OUTDIR=.\Release
|
||||
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|
||||
# Begin Custom Macros
|
||||
OutDir=.\Release
|
||||
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|
||||
|
||||
ALL : "$(OUTDIR)\simplepeer.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /MT /W3 /GX /O2 /I "." /I "..\..\common\include" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "WIN32" /D "_WIN32_DCOM" /Fp"$(INTDIR)\simplepeer.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
|
||||
|
||||
.c{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
RSC_PROJ=/l 0x409 /fo"$(INTDIR)\SimplePeer.res" /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\simplepeer.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=dplay.lib dxguid.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib odbc32.lib odbccp32.lib dxerr8.lib winmm.lib kernel32.lib user32.lib ole32.lib uuid.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\simplepeer.pdb" /machine:I386 /out:"$(OUTDIR)\simplepeer.exe" /stack:0x10000,0x10000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\SimplePeer.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\NetConnect.obj" \
|
||||
"$(INTDIR)\SimplePeer.res"
|
||||
|
||||
"$(OUTDIR)\simplepeer.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "SimplePeer - Win32 Debug"
|
||||
|
||||
OUTDIR=.\Debug
|
||||
INTDIR=.\Debug
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Debug
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\simplepeer.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\dxutil.obj"
|
||||
-@erase "$(INTDIR)\NetConnect.obj"
|
||||
-@erase "$(INTDIR)\SimplePeer.obj"
|
||||
-@erase "$(INTDIR)\SimplePeer.res"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\vc60.pdb"
|
||||
-@erase "$(OUTDIR)\simplepeer.exe"
|
||||
-@erase "$(OUTDIR)\simplepeer.ilk"
|
||||
-@erase "$(OUTDIR)\simplepeer.pdb"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\common\include" /D "_WINDOWS" /D "_DEBUG" /D "WIN32" /D "_WIN32_DCOM" /Fp"$(INTDIR)\simplepeer.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
|
||||
|
||||
.c{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
RSC_PROJ=/l 0x409 /fo"$(INTDIR)\SimplePeer.res" /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\simplepeer.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=dplay.lib dxguid.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib odbc32.lib odbccp32.lib dxerr8.lib winmm.lib kernel32.lib user32.lib ole32.lib uuid.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\simplepeer.pdb" /debug /machine:I386 /nodefaultlib:"LIBC" /out:"$(OUTDIR)\simplepeer.exe" /pdbtype:sept /stack:0x10000,0x10000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\SimplePeer.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\NetConnect.obj" \
|
||||
"$(INTDIR)\SimplePeer.res"
|
||||
|
||||
"$(OUTDIR)\simplepeer.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "SimplePeer - Win32 Debug Unicode"
|
||||
|
||||
OUTDIR=.\Win32_Debug_Unicode
|
||||
INTDIR=.\Win32_Debug_Unicode
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Win32_Debug_Unicode
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\simplepeer.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\dxutil.obj"
|
||||
-@erase "$(INTDIR)\NetConnect.obj"
|
||||
-@erase "$(INTDIR)\SimplePeer.obj"
|
||||
-@erase "$(INTDIR)\SimplePeer.res"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\vc60.pdb"
|
||||
-@erase "$(OUTDIR)\simplepeer.exe"
|
||||
-@erase "$(OUTDIR)\simplepeer.ilk"
|
||||
-@erase "$(OUTDIR)\simplepeer.pdb"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\common\include" /D "_DEBUG" /D "_WINDOWS" /D "WIN32" /D "_WIN32_DCOM" /D "UNICODE" /D "_UNICODE" /Fp"$(INTDIR)\simplepeer.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
|
||||
|
||||
.c{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
RSC_PROJ=/l 0x409 /fo"$(INTDIR)\SimplePeer.res" /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\simplepeer.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=dplay.lib dxguid.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib odbc32.lib odbccp32.lib dxerr8.lib winmm.lib kernel32.lib user32.lib ole32.lib uuid.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\simplepeer.pdb" /debug /machine:I386 /nodefaultlib:"LIBC" /out:"$(OUTDIR)\simplepeer.exe" /pdbtype:sept /stack:0x10000,0x10000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\SimplePeer.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\NetConnect.obj" \
|
||||
"$(INTDIR)\SimplePeer.res"
|
||||
|
||||
"$(OUTDIR)\simplepeer.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "SimplePeer - Win32 Release Unicode"
|
||||
|
||||
OUTDIR=.\Win32_Release_Unicode
|
||||
INTDIR=.\Win32_Release_Unicode
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Win32_Release_Unicode
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\simplepeer.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\dxutil.obj"
|
||||
-@erase "$(INTDIR)\NetConnect.obj"
|
||||
-@erase "$(INTDIR)\SimplePeer.obj"
|
||||
-@erase "$(INTDIR)\SimplePeer.res"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(OUTDIR)\simplepeer.exe"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /MT /W3 /GX /O2 /I "." /I "..\..\common\include" /D "NDEBUG" /D "_MBCS" /D "_WINDOWS" /D "WIN32" /D "_WIN32_DCOM" /D "UNICODE" /D "_UNICODE" /Fp"$(INTDIR)\simplepeer.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
|
||||
|
||||
.c{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
RSC_PROJ=/l 0x409 /fo"$(INTDIR)\SimplePeer.res" /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\simplepeer.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=dplay.lib dxguid.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib odbc32.lib odbccp32.lib dxerr8.lib winmm.lib kernel32.lib user32.lib ole32.lib uuid.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\simplepeer.pdb" /machine:I386 /out:"$(OUTDIR)\simplepeer.exe" /stack:0x10000,0x10000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\SimplePeer.obj" \
|
||||
"$(INTDIR)\dxutil.obj" \
|
||||
"$(INTDIR)\NetConnect.obj" \
|
||||
"$(INTDIR)\SimplePeer.res"
|
||||
|
||||
"$(OUTDIR)\simplepeer.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("simplepeer.dep")
|
||||
!INCLUDE "simplepeer.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "simplepeer.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "SimplePeer - Win32 Release" || "$(CFG)" == "SimplePeer - Win32 Debug" || "$(CFG)" == "SimplePeer - Win32 Debug Unicode" || "$(CFG)" == "SimplePeer - Win32 Release Unicode"
|
||||
SOURCE=.\SimplePeer.cpp
|
||||
|
||||
"$(INTDIR)\SimplePeer.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
SOURCE=.\SimplePeer.rc
|
||||
|
||||
"$(INTDIR)\SimplePeer.res" : $(SOURCE) "$(INTDIR)"
|
||||
$(RSC) $(RSC_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=..\..\common\src\dxutil.cpp
|
||||
|
||||
"$(INTDIR)\dxutil.obj" : $(SOURCE) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
SOURCE=..\..\common\src\NetConnect.cpp
|
||||
|
||||
"$(INTDIR)\NetConnect.obj" : $(SOURCE) "$(INTDIR)"
|
||||
$(CPP) $(CPP_PROJ) $(SOURCE)
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
@@ -0,0 +1,207 @@
|
||||
//Microsoft Developer Studio generated resource script.
|
||||
//
|
||||
#include "resource.h"
|
||||
|
||||
#define APSTUDIO_READONLY_SYMBOLS
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Generated from the TEXTINCLUDE 2 resource.
|
||||
//
|
||||
#include "afxres.h"
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
#undef APSTUDIO_READONLY_SYMBOLS
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
// English (U.S.) resources
|
||||
|
||||
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
|
||||
#ifdef _WIN32
|
||||
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
|
||||
#pragma code_page(1252)
|
||||
#endif //_WIN32
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Dialog
|
||||
//
|
||||
|
||||
IDD_MULTIPLAYER_CONNECT DIALOG DISCARDABLE 0, 0, 282, 151
|
||||
STYLE DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU
|
||||
CAPTION "Multiplayer Connect"
|
||||
FONT 8, "MS Shell Dlg"
|
||||
BEGIN
|
||||
LTEXT "Player Name:",IDC_STATIC,7,10,43,8
|
||||
EDITTEXT IDC_PLAYER_NAME_EDIT,7,22,268,14,ES_AUTOHSCROLL
|
||||
LTEXT "Connection Type:",IDC_STATIC,7,41,57,8
|
||||
LISTBOX IDC_CONNECTION_LIST,7,53,268,72,LBS_SORT |
|
||||
LBS_NOINTEGRALHEIGHT | WS_VSCROLL | WS_TABSTOP
|
||||
DEFPUSHBUTTON "OK",IDOK,171,130,50,14
|
||||
PUSHBUTTON "Cancel",IDCANCEL,225,130,50,14
|
||||
END
|
||||
|
||||
IDD_MULTIPLAYER_GAMES DIALOG DISCARDABLE 0, 0, 282, 140
|
||||
STYLE DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU
|
||||
CAPTION "Multiplayer Games"
|
||||
FONT 8, "MS Shell Dlg"
|
||||
BEGIN
|
||||
LTEXT "Select Game To Join:",-1,7,15,69,8
|
||||
CONTROL "Start Search",IDC_SEARCH_CHECK,"Button",BS_AUTOCHECKBOX |
|
||||
BS_PUSHLIKE | WS_TABSTOP,220,7,55,14
|
||||
LISTBOX IDC_GAMES_LIST,7,24,268,91,LBS_SORT |
|
||||
LBS_NOINTEGRALHEIGHT | WS_VSCROLL | WS_TABSTOP
|
||||
PUSHBUTTON "Join",IDC_JOIN,7,119,50,14
|
||||
PUSHBUTTON "Create",IDC_CREATE,61,119,50,14
|
||||
PUSHBUTTON "Cancel",IDC_BACK,225,119,50,14
|
||||
END
|
||||
|
||||
IDD_MAIN_GAME DIALOG DISCARDABLE 0, 0, 240, 183
|
||||
STYLE DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_VISIBLE | WS_CAPTION |
|
||||
WS_SYSMENU
|
||||
CAPTION "The Greeting Game"
|
||||
FONT 8, "MS Shell Dlg"
|
||||
BEGIN
|
||||
DEFPUSHBUTTON "Wave to other players!",IDC_WAVE,20,162,80,14
|
||||
LTEXT "In this extremely simple non-violent game the only action you can",
|
||||
IDC_STATIC,11,16,214,8
|
||||
LTEXT "do is to wave to the other players, or they in turn can wave to you!",
|
||||
IDC_STATIC,11,26,214,8
|
||||
LTEXT "Number of players in game:",IDC_STATIC,11,59,86,8
|
||||
LTEXT "0",IDC_NUM_PLAYERS,99,59,127,8
|
||||
GROUPBOX "Rules",IDC_STATIC,7,7,226,30
|
||||
GROUPBOX "Game Status",IDC_STATIC,7,39,226,118
|
||||
LTEXT "Local Player Name:",IDC_STATIC,11,49,62,8
|
||||
LTEXT "Static",IDC_PLAYER_NAME,76,49,150,8
|
||||
PUSHBUTTON "Exit",IDCANCEL,155,162,50,14
|
||||
EDITTEXT IDC_LOG_EDIT,13,71,213,80,ES_MULTILINE | ES_READONLY
|
||||
END
|
||||
|
||||
IDD_LOBBY_WAIT_STATUS DIALOG DISCARDABLE 120, 110, 162, 52
|
||||
STYLE DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_VISIBLE | WS_CAPTION
|
||||
CAPTION "Lobby Connection Status"
|
||||
FONT 8, "MS Shell Dlg"
|
||||
BEGIN
|
||||
DEFPUSHBUTTON "&Cancel",IDCANCEL,55,31,51,14
|
||||
CTEXT "Finding Game...",IDC_WAIT_TEXT,7,14,141,8
|
||||
END
|
||||
|
||||
IDD_MULTIPLAYER_CREATE DIALOG DISCARDABLE 0, 0, 186, 77
|
||||
STYLE DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU
|
||||
CAPTION "Create Game"
|
||||
FONT 8, "MS Shell Dlg"
|
||||
BEGIN
|
||||
EDITTEXT IDC_EDIT_SESSION_NAME,7,19,172,14,ES_AUTOHSCROLL
|
||||
DEFPUSHBUTTON "OK",IDOK,7,56,50,14
|
||||
PUSHBUTTON "Cancel",IDCANCEL,129,56,50,14
|
||||
LTEXT "Game Name:",IDC_STATIC,7,7,42,8
|
||||
CONTROL "Migrate Host",IDC_MIGRATE_HOST,"Button",BS_AUTOCHECKBOX |
|
||||
WS_TABSTOP,66,40,56,10
|
||||
END
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// DESIGNINFO
|
||||
//
|
||||
|
||||
#ifdef APSTUDIO_INVOKED
|
||||
GUIDELINES DESIGNINFO DISCARDABLE
|
||||
BEGIN
|
||||
IDD_MULTIPLAYER_CONNECT, DIALOG
|
||||
BEGIN
|
||||
LEFTMARGIN, 7
|
||||
RIGHTMARGIN, 275
|
||||
TOPMARGIN, 7
|
||||
BOTTOMMARGIN, 144
|
||||
END
|
||||
|
||||
IDD_MULTIPLAYER_GAMES, DIALOG
|
||||
BEGIN
|
||||
LEFTMARGIN, 7
|
||||
RIGHTMARGIN, 275
|
||||
VERTGUIDE, 141
|
||||
TOPMARGIN, 7
|
||||
BOTTOMMARGIN, 133
|
||||
END
|
||||
|
||||
IDD_MAIN_GAME, DIALOG
|
||||
BEGIN
|
||||
LEFTMARGIN, 7
|
||||
RIGHTMARGIN, 233
|
||||
VERTGUIDE, 60
|
||||
VERTGUIDE, 120
|
||||
VERTGUIDE, 180
|
||||
TOPMARGIN, 7
|
||||
BOTTOMMARGIN, 176
|
||||
END
|
||||
|
||||
IDD_LOBBY_WAIT_STATUS, DIALOG
|
||||
BEGIN
|
||||
LEFTMARGIN, 7
|
||||
RIGHTMARGIN, 148
|
||||
TOPMARGIN, 7
|
||||
BOTTOMMARGIN, 45
|
||||
END
|
||||
|
||||
IDD_MULTIPLAYER_CREATE, DIALOG
|
||||
BEGIN
|
||||
LEFTMARGIN, 7
|
||||
RIGHTMARGIN, 179
|
||||
VERTGUIDE, 94
|
||||
TOPMARGIN, 7
|
||||
BOTTOMMARGIN, 70
|
||||
END
|
||||
END
|
||||
#endif // APSTUDIO_INVOKED
|
||||
|
||||
|
||||
#ifdef APSTUDIO_INVOKED
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// TEXTINCLUDE
|
||||
//
|
||||
|
||||
1 TEXTINCLUDE DISCARDABLE
|
||||
BEGIN
|
||||
"resource.h\0"
|
||||
END
|
||||
|
||||
2 TEXTINCLUDE DISCARDABLE
|
||||
BEGIN
|
||||
"#include ""afxres.h""\r\n"
|
||||
"\0"
|
||||
END
|
||||
|
||||
3 TEXTINCLUDE DISCARDABLE
|
||||
BEGIN
|
||||
"\r\n"
|
||||
"\0"
|
||||
END
|
||||
|
||||
#endif // APSTUDIO_INVOKED
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Icon
|
||||
//
|
||||
|
||||
// Icon with lowest ID value placed first to ensure application icon
|
||||
// remains consistent on all systems.
|
||||
IDI_MAIN ICON DISCARDABLE "directx.ico"
|
||||
#endif // English (U.S.) resources
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
|
||||
#ifndef APSTUDIO_INVOKED
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Generated from the TEXTINCLUDE 3 resource.
|
||||
//
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
#endif // not APSTUDIO_INVOKED
|
||||
|
||||
Reference in New Issue
Block a user