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>
This commit is contained in:
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//----------------------------------------------------------------------------
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// File: SimplePeer.cpp
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//
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// Desc: The main game file for the SimplePeer sample. It connects
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// players together with two dialog boxes to prompt users on the
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// connection settings to join or create a session. After the user
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// connects to a sesssion, the sample displays a multiplayer stage.
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//
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// After a new game has started the sample begins a very simplistic
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// game called "The Greeting Game". When two or more players are connected
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// to the game, the players have the option of sending a single simple
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// DirectPlay message to all of the other players. When this message
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// is receieved by the other players, they simply display a dialog box.
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//
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// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
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//-----------------------------------------------------------------------------
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#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"
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#include "resource.h"
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//-----------------------------------------------------------------------------
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// Player context locking defines
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//-----------------------------------------------------------------------------
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CRITICAL_SECTION g_csPlayerContext;
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#define PLAYER_LOCK() EnterCriticalSection( &g_csPlayerContext );
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#define PLAYER_ADDREF( pPlayerInfo ) if( pPlayerInfo ) pPlayerInfo->lRefCount++;
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#define PLAYER_RELEASE( pPlayerInfo ) if( pPlayerInfo ) { pPlayerInfo->lRefCount--; if( pPlayerInfo->lRefCount <= 0 ) SAFE_DELETE( pPlayerInfo ); } pPlayerInfo = NULL;
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#define PLAYER_UNLOCK() LeaveCriticalSection( &g_csPlayerContext );
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//-----------------------------------------------------------------------------
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// Defines, and constants
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//-----------------------------------------------------------------------------
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#define DPLAY_SAMPLE_KEY TEXT("Software\\Microsoft\\DirectX DirectPlay Samples")
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#define MAX_PLAYER_NAME 14
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#define WM_APP_UPDATE_STATS (WM_APP + 0)
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#define WM_APP_DISPLAY_WAVE (WM_APP + 1)
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// This GUID allows DirectPlay to find other instances of the same game on
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// the network. So it must be unique for every game, and the same for
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// every instance of that game. // {02AE835D-9179-485f-8343-901D327CE794}
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GUID g_guidApp = { 0x2ae835d, 0x9179, 0x485f, { 0x83, 0x43, 0x90, 0x1d, 0x32, 0x7c, 0xe7, 0x94 } };
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struct APP_PLAYER_INFO
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{
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LONG lRefCount; // Ref count so we can cleanup when all threads
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// are done w/ this object
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DPNID dpnidPlayer; // DPNID of player
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TCHAR strPlayerName[MAX_PLAYER_NAME]; // Player name
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};
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//-----------------------------------------------------------------------------
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// Global variables
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//-----------------------------------------------------------------------------
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IDirectPlay8Peer* g_pDP = NULL; // DirectPlay peer object
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CNetConnectWizard* g_pNetConnectWizard = NULL; // Connection wizard
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IDirectPlay8LobbiedApplication* g_pLobbiedApp = NULL; // DirectPlay lobbied app
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BOOL g_bWasLobbyLaunched = FALSE; // TRUE if lobby launched
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HINSTANCE g_hInst = NULL; // HINST of app
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HWND g_hDlg = NULL; // HWND of main dialog
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DPNID g_dpnidLocalPlayer = 0; // DPNID of local player
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LONG g_lNumberOfActivePlayers = 0; // Number of players currently in game
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TCHAR g_strAppName[256] = TEXT("SimplePeer");
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HRESULT g_hrDialog; // Exit code for app
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TCHAR g_strLocalPlayerName[MAX_PATH]; // Local player name
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TCHAR g_strSessionName[MAX_PATH]; // Session name
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TCHAR g_strPreferredProvider[MAX_PATH]; // Provider string
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//-----------------------------------------------------------------------------
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// App specific DirectPlay messages and structures
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//-----------------------------------------------------------------------------
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#define GAME_MSGID_WAVE 1
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// Change compiler pack alignment to be BYTE aligned, and pop the current value
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#pragma pack( push, 1 )
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struct GAMEMSG_GENERIC
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{
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DWORD dwType;
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};
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// Pop the old pack alignment
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#pragma pack( pop )
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//-----------------------------------------------------------------------------
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// Function-prototypes
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//-----------------------------------------------------------------------------
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HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
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HRESULT WINAPI DirectPlayLobbyMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
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INT_PTR CALLBACK GreetingDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
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HRESULT InitDirectPlay();
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HRESULT WaveToAllPlayers();
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VOID AppendTextToEditControl( HWND hDlg, TCHAR* strNewLogLine );
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: Entry point for the application. Since we use a simple dialog for
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// user interaction we don't need to pump messages.
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//-----------------------------------------------------------------------------
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INT APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst,
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LPSTR pCmdLine, INT nCmdShow )
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{
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HRESULT hr;
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HKEY hDPlaySampleRegKey;
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BOOL bConnectSuccess = FALSE;
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g_hInst = hInst;
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InitializeCriticalSection( &g_csPlayerContext );
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// Read persistent state information from registry
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RegCreateKeyEx( HKEY_CURRENT_USER, DPLAY_SAMPLE_KEY, 0, NULL,
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REG_OPTION_NON_VOLATILE, KEY_ALL_ACCESS, NULL,
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&hDPlaySampleRegKey, NULL );
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DXUtil_ReadStringRegKey( hDPlaySampleRegKey, TEXT("Player Name"),
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g_strLocalPlayerName, MAX_PATH, TEXT("TestPlayer") );
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DXUtil_ReadStringRegKey( hDPlaySampleRegKey, TEXT("Session Name"),
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g_strSessionName, MAX_PATH, TEXT("TestGame") );
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DXUtil_ReadStringRegKey( hDPlaySampleRegKey, TEXT("Preferred Provider"),
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g_strPreferredProvider, MAX_PATH,
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TEXT("DirectPlay8 TCP/IP Service Provider") );
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// Init COM so we can use CoCreateInstance
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CoInitializeEx( NULL, COINIT_MULTITHREADED );
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// Create helper class
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g_pNetConnectWizard = new CNetConnectWizard( hInst, NULL, g_strAppName, &g_guidApp );
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if( FAILED( hr = InitDirectPlay() ) )
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{
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DXTRACE_ERR( TEXT("InitDirectPlay"), hr );
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MessageBox( NULL, TEXT("Failed initializing IDirectPlay8Peer. ")
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TEXT("The sample will now quit."),
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TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
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return FALSE;
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}
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// If we were launched from a lobby client, then we may have connection settings
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// that we can use either host or join a game. If not, then we'll need to prompt
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// the user to detrimine how to connect.
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if( g_bWasLobbyLaunched && g_pNetConnectWizard->HaveConnectionSettingsFromLobby() )
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{
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// If were lobby launched then the DPL_MSGID_CONNECT has already been
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// handled, and since the lobby client also sent us connection settings
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// we can use them to either host or join a DirectPlay session.
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if( FAILED( hr = g_pNetConnectWizard->ConnectUsingLobbySettings() ) )
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{
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DXTRACE_ERR( TEXT("ConnectUsingLobbySettings"), hr );
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MessageBox( NULL, TEXT("Failed to connect using lobby settings. ")
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TEXT("The sample will now quit."),
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TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
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bConnectSuccess = FALSE;
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}
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else
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{
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// Read information from g_pNetConnectWizard
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_tcscpy( g_strLocalPlayerName, g_pNetConnectWizard->GetPlayerName() );
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bConnectSuccess = TRUE;
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}
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}
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else
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{
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// If not lobby launched, prompt the user about the network
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// connection and which session they would like to join or
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// if they want to create a new one.
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// Setup connection wizard
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g_pNetConnectWizard->SetPlayerName( g_strLocalPlayerName );
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g_pNetConnectWizard->SetSessionName( g_strSessionName );
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g_pNetConnectWizard->SetPreferredProvider( g_strPreferredProvider );
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// Start a connection wizard. The wizard uses GDI dialog boxes.
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// More complex games can use this as a starting point and add a
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// fancier graphics layer such as Direct3D.
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hr = g_pNetConnectWizard->DoConnectWizard( FALSE );
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if( FAILED( hr ) )
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{
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DXTRACE_ERR( TEXT("DoConnectWizard"), hr );
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MessageBox( NULL, TEXT("Multiplayer connect failed. ")
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TEXT("The sample will now quit."),
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TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
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bConnectSuccess = FALSE;
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}
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else if( hr == NCW_S_QUIT )
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{
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// The user canceled the Multiplayer connect, so quit
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bConnectSuccess = FALSE;
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}
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else
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{
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bConnectSuccess = TRUE;
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// Read information from g_pNetConnectWizard
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_tcscpy( g_strLocalPlayerName, g_pNetConnectWizard->GetPlayerName() );
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_tcscpy( g_strSessionName, g_pNetConnectWizard->GetSessionName() );
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_tcscpy( g_strPreferredProvider, g_pNetConnectWizard->GetPreferredProvider() );
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// Write information to the registry
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DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Player Name"), g_strLocalPlayerName );
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DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Session Name"), g_strSessionName );
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DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Preferred Provider"), g_strPreferredProvider );
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}
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}
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if( bConnectSuccess )
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{
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// App is now connected via DirectPlay, so start the game.
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// For this sample, we just start a simple dialog box game.
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g_hrDialog = S_OK;
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DialogBox( hInst, MAKEINTRESOURCE(IDD_MAIN_GAME), NULL,
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(DLGPROC) GreetingDlgProc );
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if( FAILED( g_hrDialog ) )
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{
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if( g_hrDialog == DPNERR_CONNECTIONLOST )
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{
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MessageBox( NULL, TEXT("The DirectPlay session was lost. ")
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TEXT("The sample will now quit."),
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TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
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}
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else
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{
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DXTRACE_ERR( TEXT("DialogBox"), g_hrDialog );
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MessageBox( NULL, TEXT("An error occured during the game. ")
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TEXT("The sample will now quit."),
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TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
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}
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}
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}
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// Cleanup DirectPlay and helper classes
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g_pNetConnectWizard->Shutdown();
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if( g_pDP )
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{
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g_pDP->Close(0);
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SAFE_RELEASE( g_pDP );
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}
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if( g_pLobbiedApp )
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{
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g_pLobbiedApp->Close( 0 );
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SAFE_RELEASE( g_pLobbiedApp );
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}
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// Don't delete the wizard until we know that
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// DirectPlay is out of its message handlers.
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// This will be true after Close() has been called.
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SAFE_DELETE( g_pNetConnectWizard );
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RegCloseKey( hDPlaySampleRegKey );
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DeleteCriticalSection( &g_csPlayerContext );
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CoUninitialize();
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return TRUE;
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}
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//-----------------------------------------------------------------------------
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// Name: InitDirectPlay()
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// Desc:
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//-----------------------------------------------------------------------------
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HRESULT InitDirectPlay()
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{
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DPNHANDLE hLobbyLaunchedConnection = NULL;
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HRESULT hr;
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// Create IDirectPlay8Peer
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if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8Peer, NULL,
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CLSCTX_INPROC_SERVER,
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IID_IDirectPlay8Peer,
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(LPVOID*) &g_pDP ) ) )
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return DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
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// Create IDirectPlay8LobbiedApplication
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if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8LobbiedApplication, NULL,
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CLSCTX_INPROC_SERVER,
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IID_IDirectPlay8LobbiedApplication,
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(LPVOID*) &g_pLobbiedApp ) ) )
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return DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
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// Init the helper class, now that g_pDP and g_pLobbiedApp are valid
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g_pNetConnectWizard->Init( g_pDP, g_pLobbiedApp );
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// Init IDirectPlay8Peer
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if( FAILED( hr = g_pDP->Initialize( NULL, DirectPlayMessageHandler, 0 ) ) )
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return DXTRACE_ERR( TEXT("Initialize"), hr );
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// Init IDirectPlay8LobbiedApplication. Before this Initialize() returns
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// a DPL_MSGID_CONNECT msg may come in to the DirectPlayLobbyMessageHandler
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// so be prepared ahead of time.
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if( FAILED( hr = g_pLobbiedApp->Initialize( NULL, DirectPlayLobbyMessageHandler,
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&hLobbyLaunchedConnection, 0 ) ) )
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return DXTRACE_ERR( TEXT("Initialize"), hr );
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// IDirectPlay8LobbiedApplication::Initialize returns a handle to a connnection
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// if we have been lobby launced. Initialize is guanteeded to return after
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// the DPL_MSGID_CONNECT msg has been processed. So unless a we are expected
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// multiple lobby connections, we do not need to remember the lobby connection
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// handle since it will be recorded upon the DPL_MSGID_CONNECT msg.
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g_bWasLobbyLaunched = ( hLobbyLaunchedConnection != NULL );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: GreetingDlgProc()
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// Desc: Handles dialog messages
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//-----------------------------------------------------------------------------
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INT_PTR CALLBACK GreetingDlgProc( HWND hDlg, UINT msg,
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WPARAM wParam, LPARAM lParam )
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{
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switch( msg )
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{
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case WM_INITDIALOG:
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{
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g_hDlg = hDlg;
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// Load and set the icon
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HICON hIcon = LoadIcon( g_hInst, MAKEINTRESOURCE( IDI_MAIN ) );
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SendMessage( hDlg, WM_SETICON, ICON_BIG, (LPARAM) hIcon ); // Set big icon
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SendMessage( hDlg, WM_SETICON, ICON_SMALL, (LPARAM) hIcon ); // Set small icon
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if( g_pNetConnectWizard->IsHostPlayer() )
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SetWindowText( hDlg, TEXT("SimplePeer (Host)") );
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else
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SetWindowText( hDlg, TEXT("SimplePeer") );
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// Display local player's name
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SetDlgItemText( hDlg, IDC_PLAYER_NAME, g_strLocalPlayerName );
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PostMessage( hDlg, WM_APP_UPDATE_STATS, 0, 0 );
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break;
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}
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case WM_APP_UPDATE_STATS:
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{
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// Update the number of players in the game
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TCHAR strNumberPlayers[32];
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wsprintf( strNumberPlayers, TEXT("%d"), g_lNumberOfActivePlayers );
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SetDlgItemText( hDlg, IDC_NUM_PLAYERS, strNumberPlayers );
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break;
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}
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case WM_APP_DISPLAY_WAVE:
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{
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HRESULT hr;
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DPNID dpnidPlayer = (DWORD)wParam;
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APP_PLAYER_INFO* pPlayerInfo = NULL;
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PLAYER_LOCK(); // enter player context CS
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// Get the player context accosicated with this DPNID
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hr = g_pDP->GetPlayerContext( dpnidPlayer,
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(LPVOID* const) &pPlayerInfo,
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0);
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PLAYER_ADDREF( pPlayerInfo ); // addref player, since we are using it now
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PLAYER_UNLOCK(); // leave player context CS
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if( FAILED(hr) || pPlayerInfo == NULL )
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{
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// The player who sent this may have gone away before this
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// message was handled, so just ignore it
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break;
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}
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// Make wave message and display it.
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TCHAR szWaveMessage[MAX_PATH];
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wsprintf( szWaveMessage, TEXT("%s just waved at you, %s!\r\n"),
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pPlayerInfo->strPlayerName, g_strLocalPlayerName );
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PLAYER_LOCK();
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PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
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PLAYER_UNLOCK();
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||||
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AppendTextToEditControl( hDlg, szWaveMessage );
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break;
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}
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||||
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case WM_COMMAND:
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||||
{
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||||
switch( LOWORD(wParam) )
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||||
{
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||||
case IDC_WAVE:
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if( FAILED( g_hrDialog = WaveToAllPlayers() ) )
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{
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DXTRACE_ERR( TEXT("WaveToAllPlayers"), g_hrDialog );
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EndDialog( hDlg, 0 );
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}
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||||
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return TRUE;
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||||
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case IDCANCEL:
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||||
g_hrDialog = S_OK;
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||||
EndDialog( hDlg, 0 );
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||||
return TRUE;
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||||
}
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||||
break;
|
||||
}
|
||||
}
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||||
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||||
return FALSE; // Didn't handle message
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||||
}
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||||
|
||||
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||||
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||||
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||||
//-----------------------------------------------------------------------------
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||||
// Name: DirectPlayMessageHandler
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||||
// Desc: Handler for DirectPlay messages. This function is called by
|
||||
// the DirectPlay message handler pool of threads, so be careful of thread
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||||
// synchronization problems with shared memory
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||||
//-----------------------------------------------------------------------------
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||||
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 );
|
||||
}
|
||||
Reference in New Issue
Block a user