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:
2025-11-29 16:24:34 +09:00
commit e067522598
5135 changed files with 1745744 additions and 0 deletions

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//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_MAIN DIALOG DISCARDABLE 0, 0, 233, 169
STYLE DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_VISIBLE | WS_CAPTION |
WS_SYSMENU
CAPTION "VoiceServer"
FONT 8, "MS Shell Dlg"
BEGIN
LTEXT "Number of players in game:",IDC_STATIC,7,56,86,8
LTEXT "0",IDC_NUM_PLAYERS,97,56,65,8
RTEXT "Session Name:",IDC_STATIC,7,9,66,8
PUSHBUTTON "Exit",IDCANCEL,176,148,50,14
EDITTEXT IDC_SESSION_NAME,78,7,93,12,ES_AUTOHSCROLL
PUSHBUTTON "Start Server",IDC_START,170,52,56,14
LTEXT "Server Status:",IDC_STATIC,7,151,46,8
LTEXT "Static",IDC_STATUS,58,151,95,8
LISTBOX IDC_PLAYER_LIST,7,69,219,76,LBS_SORT |
LBS_NOINTEGRALHEIGHT | WS_VSCROLL | WS_TABSTOP
RTEXT "Voice Codec:",IDC_STATIC,7,24,66,8
COMBOBOX IDC_COMPRESSION_COMBO,78,22,148,97,CBS_DROPDOWN |
CBS_SORT | WS_VSCROLL | WS_TABSTOP
RTEXT "Voice Session Type:",IDC_STATIC,7,40,66,8
CONTROL "Forwarding",IDC_FORWARDING,"Button",BS_AUTORADIOBUTTON,
78,40,51,10
CONTROL "Mixing",IDC_MIXING,"Button",BS_AUTORADIOBUTTON,135,40,
36,10
RTEXT "Port:",IDC_STATIC,173,9,16,8
EDITTEXT IDC_PORT,192,7,34,12,ES_AUTOHSCROLL | ES_NUMBER
END
/////////////////////////////////////////////////////////////////////////////
//
// DESIGNINFO
//
#ifdef APSTUDIO_INVOKED
GUIDELINES DESIGNINFO DISCARDABLE
BEGIN
IDD_MAIN, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 226
TOPMARGIN, 7
BOTTOMMARGIN, 162
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

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After

Width:  |  Height:  |  Size: 1.1 KiB

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//-----------------------------------------------------------------------------
//
// Sample Name: VoiceServer Sample
//
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
//
//-----------------------------------------------------------------------------
Description
===========
The VoiceClientServer sample is a simple Microsoft<66> DirectPlay<61> voice-based client/server application.
Path
====
Source: DXSDK\Samples\Multimedia\DirectPlay\VoiceClientServer\\VoiceServer
Executable: DXSDK\Samples\Multimedia\DirectPlay\Bin

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//{{NO_DEPENDENCIES}}
// Microsoft Developer Studio generated include file.
// Used by VoiceServer.rc
//
#define IDD_MAIN 101
#define IDC_NUM_PLAYERS 1002
#define IDC_SESSION_NAME 1004
#define IDC_START 1005
#define IDC_STATUS 1006
#define IDC_PORT 1007
#define IDC_COMPRESSION_COMBO 1008
#define IDC_FORWARDING 1009
#define IDC_MIXING 1010
#define IDC_PLAYER_LIST 1016
#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 1011
#define _APS_NEXT_SYMED_VALUE 103
#endif
#endif

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//----------------------------------------------------------------------------
// File: VoiceServer.cpp
//
// Desc: The VoiceClientServer sample is a simple DirectPlay
// voice-based client/server application.
//
// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <basetsd.h>
#include <dplay8.h>
#include <dpaddr.h>
#include <dxerr8.h>
#include <tchar.h>
#include "NetVoice.h"
#include "VoiceClientServer.h"
#include "DXUtil.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// Player context locking defines
//-----------------------------------------------------------------------------
CRITICAL_SECTION g_csPlayerContext;
#define PLAYER_LOCK() EnterCriticalSection( &g_csPlayerContext );
#define PLAYER_ADDREF( pPlayerInfo ) if( pPlayerInfo ) pPlayerInfo->lRefCount++;
#define PLAYER_RELEASE( pPlayerInfo ) if( pPlayerInfo ) { pPlayerInfo->lRefCount--; if( pPlayerInfo->lRefCount <= 0 ) SAFE_DELETE( pPlayerInfo ); } pPlayerInfo = NULL;
#define PLAYER_UNLOCK() LeaveCriticalSection( &g_csPlayerContext );
//-----------------------------------------------------------------------------
// Defines, and constants
//-----------------------------------------------------------------------------
#define VOICESERVER_DEFAULT_PORT 0x6502 // arbitrary port number for this app
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
//-----------------------------------------------------------------------------
IDirectPlay8Server* g_pDPServer = NULL; // DirectPlay server object
CNetVoice* g_pNetVoice = NULL; // DirectPlay voice helper class
HINSTANCE g_hInst = NULL; // HINST of app
HWND g_hDlg = NULL; // HWND of main dialog
LONG g_lNumberOfActivePlayers = 0; // Number of players currently in game
TCHAR g_strAppName[256] = TEXT("VoiceServer");
TCHAR g_strSessionName[MAX_PATH]; // Session name
DWORD g_dwPort; // Port
HRESULT g_hrDialog; // Exit code for app
BOOL g_bServerStarted = FALSE; // TRUE if the server has started
GUID g_guidDVSessionCT; // GUID for choosen voice compression
//-----------------------------------------------------------------------------
// Function-prototypes
//-----------------------------------------------------------------------------
HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
HRESULT CALLBACK DirectPlayVoiceServerMessageHandler( LPVOID lpvUserContext, DWORD dwMessageType, LPVOID lpMessage );
INT_PTR CALLBACK ServerDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
HRESULT StartServer( HWND hDlg );
VOID StopServer( HWND hDlg );
VOID DisplayPlayers( HWND hDlg );
HRESULT SendCreatePlayerMsg( APP_PLAYER_INFO* pPlayerInfo, DPNID dpnidTarget );
HRESULT SendWorldStateToNewPlayer( DPNID dpnidPlayer );
HRESULT SendDestroyPlayerMsgToAll( APP_PLAYER_INFO* pPlayerInfo );
HRESULT EnumVoiceCompressionCodecs( HWND hDlg );
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point for the application. Since we use a simple dialog for
// user interaction we don't need to pump messages.
//-----------------------------------------------------------------------------
INT APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst,
LPSTR pCmdLine, INT nCmdShow )
{
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("Session Name"),
g_strSessionName, MAX_PATH, TEXT("TestGame") );
DXUtil_ReadIntRegKey( hDPlaySampleRegKey, TEXT("VoiceServer Port"),
&g_dwPort, VOICESERVER_DEFAULT_PORT );
// Init COM so we can use CoCreateInstance
CoInitializeEx( NULL, COINIT_MULTITHREADED );
// For this sample, we just start a simple dialog box server
g_hrDialog = S_OK;
DialogBox( hInst, MAKEINTRESOURCE(IDD_MAIN), NULL, (DLGPROC) ServerDlgProc );
if( FAILED( g_hrDialog ) )
{
if( g_hrDialog == DPNERR_CONNECTIONLOST )
{
MessageBox( NULL, TEXT("The DirectPlay session was lost. ")
TEXT("The server will now quit."),
g_strAppName, MB_OK | MB_ICONERROR );
}
else
{
DXTRACE_ERR( TEXT("DialogBox"), g_hrDialog );
MessageBox( NULL, TEXT("An error occured. ")
TEXT("The server will now quit."),
g_strAppName, MB_OK | MB_ICONERROR );
}
}
DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Session Name"), g_strSessionName );
DXUtil_WriteIntRegKey( hDPlaySampleRegKey, TEXT("VoiceServer Port"), g_dwPort );
StopServer( NULL );
RegCloseKey( hDPlaySampleRegKey );
DeleteCriticalSection( &g_csPlayerContext );
CoUninitialize();
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: ServerDlgProc()
// Desc: Handles dialog messages
//-----------------------------------------------------------------------------
INT_PTR CALLBACK ServerDlgProc( HWND hDlg, UINT msg,
WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_INITDIALOG:
{
g_hDlg = hDlg;
// Load and set the icon
HICON hIcon = LoadIcon( g_hInst, MAKEINTRESOURCE( IDI_MAIN ) );
SendMessage( hDlg, WM_SETICON, ICON_BIG, (LPARAM) hIcon ); // Set big icon
SendMessage( hDlg, WM_SETICON, ICON_SMALL, (LPARAM) hIcon ); // Set small icon
SetWindowText( hDlg, TEXT("VoiceServer") );
SetDlgItemText( hDlg, IDC_SESSION_NAME, g_strSessionName );
// Set the port to either a number or blank
if( g_dwPort != 0 )
SetDlgItemInt( hDlg, IDC_PORT, g_dwPort, FALSE );
else
SetDlgItemText( hDlg, IDC_PORT, TEXT("") );
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Server stoped.") );
EnumVoiceCompressionCodecs( hDlg );
CheckRadioButton( hDlg, IDC_FORWARDING, IDC_MIXING, IDC_FORWARDING );
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 );
DisplayPlayers( hDlg );
break;
}
case WM_COMMAND:
{
switch( LOWORD(wParam) )
{
case IDC_START:
if( !g_bServerStarted )
{
if( FAILED( g_hrDialog = StartServer( hDlg ) ) )
{
DXTRACE_ERR( TEXT("StartServer"), g_hrDialog );
EndDialog( hDlg, 0 );
}
}
else
{
StopServer( hDlg );
}
// Update the UI
if( g_bServerStarted )
SetDlgItemText( hDlg, IDC_START, TEXT("Stop Server") );
else
SetDlgItemText( hDlg, IDC_START, TEXT("Start Server") );
EnableWindow( GetDlgItem( hDlg, IDC_SESSION_NAME ), !g_bServerStarted );
EnableWindow( GetDlgItem( hDlg, IDC_COMPRESSION_COMBO ), !g_bServerStarted );
EnableWindow( GetDlgItem( hDlg, IDC_FORWARDING ), !g_bServerStarted );
EnableWindow( GetDlgItem( hDlg, IDC_MIXING ), !g_bServerStarted );
EnableWindow( GetDlgItem( hDlg, IDC_PORT ), !g_bServerStarted );
break;
case IDCANCEL:
StopServer( hDlg );
EndDialog( hDlg, 0 );
return TRUE;
}
break;
}
}
return FALSE; // Didn't handle message
}
//-----------------------------------------------------------------------------
// Name: EnumVoiceCompressionCodecs()
// Desc: Asks DirectPlay Voice what voice compression codecs are availible
// and fills the combo box thier names and GUIDs.
//-----------------------------------------------------------------------------
HRESULT EnumVoiceCompressionCodecs( HWND hDlg )
{
LPDIRECTPLAYVOICECLIENT pVoiceClient = NULL;
LPDVCOMPRESSIONINFO pdvCompressionInfo = NULL;
LPGUID pGuid = NULL;
LPBYTE pBuffer = NULL;
DWORD dwSize = 0;
DWORD dwNumElements = 0;
HWND hPulldown = GetDlgItem( hDlg, IDC_COMPRESSION_COMBO );
HRESULT hr;
LONG lIndex;
LONG lFirst;
CoInitializeEx( NULL, COINIT_MULTITHREADED );
if( FAILED( hr = CoCreateInstance( CLSID_DirectPlayVoiceClient, NULL,
CLSCTX_INPROC_SERVER, IID_IDirectPlayVoiceClient,
(VOID**) &pVoiceClient ) ) )
return DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
hr = pVoiceClient->GetCompressionTypes( pBuffer, &dwSize, &dwNumElements, 0 );
if( hr != DVERR_BUFFERTOOSMALL && FAILED(hr) )
return DXTRACE_ERR( TEXT("GetCompressionTypes"), hr );
pBuffer = new BYTE[dwSize];
if( FAILED( hr = pVoiceClient->GetCompressionTypes( pBuffer, &dwSize,
&dwNumElements, 0 ) ) )
return DXTRACE_ERR( TEXT("GetCompressionTypes"), hr );
SAFE_RELEASE( pVoiceClient );
CoUninitialize();
pdvCompressionInfo = (LPDVCOMPRESSIONINFO) pBuffer;
for( DWORD dwIndex = 0; dwIndex < dwNumElements; dwIndex++ )
{
TCHAR strName[MAX_PATH];
DXUtil_ConvertWideStringToGeneric( strName,
pdvCompressionInfo[dwIndex].lpszName );
lIndex = (LONG)SendMessage( hPulldown, CB_ADDSTRING, 0, (LPARAM) strName );
pGuid = new GUID;
(*pGuid) = pdvCompressionInfo[dwIndex].guidType;
SendMessage( hPulldown, CB_SETITEMDATA, lIndex, (LPARAM) pGuid );
if( pdvCompressionInfo[dwIndex].guidType == DPVCTGUID_SC03 )
lFirst = lIndex;
}
SAFE_DELETE_ARRAY( pBuffer );
SendMessage( hPulldown, CB_SETCURSEL, lFirst, 0 );
return S_OK;
}
//-----------------------------------------------------------------------------
// 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;
// Get the peer info and extract its name
DWORD dwSize = 0;
DPN_PLAYER_INFO* pdpPlayerInfo = NULL;
hr = g_pDPServer->GetClientInfo( pCreatePlayerMsg->dpnidPlayer,
pdpPlayerInfo, &dwSize, 0 );
if( FAILED(hr) && hr != DPNERR_BUFFERTOOSMALL )
{
if( hr == DPNERR_INVALIDPLAYER )
{
// Ignore this message if this is for the host
break;
}
return DXTRACE_ERR( TEXT("GetClientInfo"), hr );
}
pdpPlayerInfo = (DPN_PLAYER_INFO*) new BYTE[ dwSize ];
ZeroMemory( pdpPlayerInfo, dwSize );
pdpPlayerInfo->dwSize = sizeof(DPN_PLAYER_INFO);
hr = g_pDPServer->GetClientInfo( pCreatePlayerMsg->dpnidPlayer,
pdpPlayerInfo, &dwSize, 0 );
if( FAILED(hr) )
return DXTRACE_ERR( TEXT("GetClientInfo"), hr );
// 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;
// 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 GetClientInfo()
DXUtil_ConvertWideStringToGeneric( pPlayerInfo->strPlayerName,
pdpPlayerInfo->pwszName, MAX_PLAYER_NAME );
SAFE_DELETE_ARRAY( pdpPlayerInfo );
// Tell DirectPlay to store this pPlayerInfo
// pointer in the pvPlayerContext.
pCreatePlayerMsg->pvPlayerContext = pPlayerInfo;
// Send all connected players a message telling about this new player
SendCreatePlayerMsg( pPlayerInfo, DPNID_ALL_PLAYERS_GROUP );
// Tell this new player about the world state
SendWorldStateToNewPlayer( pCreatePlayerMsg->dpnidPlayer );
// 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;
// Ignore this message if this is the host player
if( pPlayerInfo == NULL )
break;
// Send all connected players a message telling about this destroyed player
SendDestroyPlayerMsgToAll( pPlayerInfo );
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_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;
GAMEMSG_GENERIC* pMsg = (GAMEMSG_GENERIC*) pReceiveMsg->pReceiveData;
// This simple voice server doesn't expect any msgs from the clients
break;
}
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DirectPlayVoiceServerMessageHandler()
// Desc: The callback for DirectPlayVoice server messages.
//-----------------------------------------------------------------------------
HRESULT CALLBACK DirectPlayVoiceServerMessageHandler( LPVOID lpvUserContext, DWORD dwMessageType,
LPVOID lpMessage )
{
// This simple sample doesn't respond to any server messages
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: StartServer
// Desc:
//-----------------------------------------------------------------------------
HRESULT StartServer( HWND hDlg )
{
DWORD dwSessionType;
int lCurSelection;
HRESULT hr;
PDIRECTPLAY8ADDRESS pDP8AddrLocal = NULL;
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Starting server...") );
SetCursor( LoadCursor(NULL, IDC_WAIT) );
WCHAR wstrSessionName[MAX_PATH];
GetDlgItemText( hDlg, IDC_SESSION_NAME, g_strSessionName, MAX_PATH );
DXUtil_ConvertGenericStringToWide( wstrSessionName, g_strSessionName );
BOOL bPortTranslated;
g_dwPort = GetDlgItemInt( hDlg, IDC_PORT, &bPortTranslated, FALSE );
if( !bPortTranslated )
g_dwPort = 0;
// Create IDirectPlay8Server
if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8Server, NULL,
CLSCTX_INPROC_SERVER,
IID_IDirectPlay8Server,
(LPVOID*) &g_pDPServer ) ) )
return DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
// Init IDirectPlay8Server
if( FAILED( hr = g_pDPServer->Initialize( NULL, DirectPlayMessageHandler, 0 ) ) )
return DXTRACE_ERR( TEXT("Initialize"), hr );
hr = CoCreateInstance( CLSID_DirectPlay8Address, NULL,
CLSCTX_ALL, IID_IDirectPlay8Address,
(LPVOID*) &pDP8AddrLocal );
if( FAILED(hr) )
{
DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
goto LCleanup;
}
hr = pDP8AddrLocal->SetSP( &CLSID_DP8SP_TCPIP );
if( FAILED(hr) )
{
DXTRACE_ERR( TEXT("SetSP"), hr );
goto LCleanup;
}
// Add the port to pDP8AddrLocal, if the port is non-zero.
// If the port is 0, then DirectPlay will pick a port,
// Games will typically hard code the port so the
// user need not know it
if( g_dwPort != 0 )
{
if( FAILED( hr = pDP8AddrLocal->AddComponent( DPNA_KEY_PORT,
&g_dwPort, sizeof(g_dwPort),
DPNA_DATATYPE_DWORD ) ) )
return DXTRACE_ERR( TEXT("AddComponent"), hr );
}
DPN_APPLICATION_DESC dpnAppDesc;
ZeroMemory( &dpnAppDesc, sizeof(DPN_APPLICATION_DESC) );
dpnAppDesc.dwSize = sizeof( DPN_APPLICATION_DESC );
dpnAppDesc.dwFlags = DPNSESSION_CLIENT_SERVER;
dpnAppDesc.guidApplication = g_guidApp;
dpnAppDesc.pwszSessionName = wstrSessionName;
hr = g_pDPServer->Host( &dpnAppDesc, &pDP8AddrLocal, 1, NULL, NULL, NULL, 0 );
if( FAILED(hr) )
{
DXTRACE_ERR( TEXT("Host"), hr );
goto LCleanup;
}
// Get the selected compression codec
g_guidDVSessionCT = DPVCTGUID_DEFAULT;
lCurSelection = (LONG)SendDlgItemMessage( hDlg, IDC_COMPRESSION_COMBO, CB_GETCURSEL, 0, 0 );
if( lCurSelection != CB_ERR )
{
GUID* pGuidCT = (LPGUID) SendDlgItemMessage( hDlg, IDC_COMPRESSION_COMBO,
CB_GETITEMDATA, lCurSelection, 0 );
if( pGuidCT != NULL )
g_guidDVSessionCT = (*pGuidCT);
}
// Create a DirectPlay Voice session
g_pNetVoice = new CNetVoice( NULL, DirectPlayVoiceServerMessageHandler );
if( IsDlgButtonChecked( hDlg, IDC_MIXING ) == BST_CHECKED )
dwSessionType = DVSESSIONTYPE_MIXING;
else
dwSessionType = DVSESSIONTYPE_FORWARDING;
if( FAILED( g_hrDialog = g_pNetVoice->Init( hDlg, TRUE, FALSE,
g_pDPServer, dwSessionType,
&g_guidDVSessionCT, NULL ) ) )
{
if( FAILED(g_hrDialog) )
DXTRACE_ERR( TEXT("Init"), g_hrDialog );
EndDialog( hDlg, 0 );
return g_hrDialog;
}
SetCursor( LoadCursor(NULL, IDC_ARROW) );
g_bServerStarted = TRUE;
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Server started.") );
LCleanup:
SAFE_RELEASE( pDP8AddrLocal );
SAFE_RELEASE( pDP8AddrLocal );
return hr;
}
//-----------------------------------------------------------------------------
// Name: StopServer
// Desc:
//-----------------------------------------------------------------------------
VOID StopServer( HWND hDlg )
{
if( hDlg )
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Stopping server...") );
SetCursor( LoadCursor(NULL, IDC_WAIT) );
// Disconnect from the DirectPlayVoice session,
// and destory it if we are the host player.
SAFE_DELETE( g_pNetVoice );
if( g_pDPServer )
{
g_pDPServer->Close(0);
SAFE_RELEASE( g_pDPServer );
}
g_bServerStarted = FALSE;
SetCursor( LoadCursor(NULL, IDC_ARROW) );
if( hDlg )
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Server stoped.") );
}
//-----------------------------------------------------------------------------
// Name: DisplayPlayers
// Desc:
//-----------------------------------------------------------------------------
VOID DisplayPlayers( HWND hDlg )
{
HRESULT hr;
DWORD dwNumPlayers = 0;
DPNID* aPlayers = NULL;
SendMessage( GetDlgItem(hDlg, IDC_PLAYER_LIST), LB_RESETCONTENT, 0, 0 );
if( NULL == g_pDPServer )
return;
// Enumerate all the connected players
while( TRUE )
{
hr = g_pDPServer->EnumPlayersAndGroups( aPlayers, &dwNumPlayers, DPNENUM_PLAYERS );
if( SUCCEEDED(hr) )
break;
if( FAILED(hr) && hr != DPNERR_BUFFERTOOSMALL )
return;
SAFE_DELETE_ARRAY( aPlayers );
aPlayers = new DPNID[ dwNumPlayers ];
}
// For each player, send a "create player" message to the new player
for( DWORD i = 0; i<dwNumPlayers; i++ )
{
APP_PLAYER_INFO* pPlayerInfo = NULL;
do
{
// Get the player context accosicated with this DPNID
// Call GetPlayerContext() until it returns something other than DPNERR_NOTREADY
// DPNERR_NOTREADY will be returned if the callback thread has not
// yet returned from DPN_MSGID_CREATE_PLAYER, which sets the player's context
hr = g_pDPServer->GetPlayerContext( aPlayers[i], (LPVOID*) &pPlayerInfo, 0 );
}
while( hr == DPNERR_NOTREADY );
// Ignore this player if we can't get the context
if( pPlayerInfo == NULL || FAILED(hr) )
continue;
TCHAR strTemp[MAX_PATH];
wsprintf( strTemp, TEXT("DPNID: 0x%0.8x (%s)"), pPlayerInfo->dpnidPlayer, pPlayerInfo->strPlayerName );
int nIndex = (int)SendMessage( GetDlgItem(hDlg, IDC_PLAYER_LIST), LB_ADDSTRING,
0, (LPARAM)strTemp );
}
SAFE_DELETE_ARRAY( aPlayers );
}
//-----------------------------------------------------------------------------
// Name: SendCreatePlayerMsg
// Desc: Send the target player a creation message about the player identified
// in the APP_PLAYER_INFO struct.
//-----------------------------------------------------------------------------
HRESULT SendCreatePlayerMsg( APP_PLAYER_INFO* pPlayerAbout, DPNID dpnidTarget )
{
GAMEMSG_CREATE_PLAYER msgCreatePlayer;
msgCreatePlayer.dwType = GAME_MSGID_CREATE_PLAYER;
msgCreatePlayer.dpnidPlayer = pPlayerAbout->dpnidPlayer;
_tcscpy( msgCreatePlayer.strPlayerName, pPlayerAbout->strPlayerName );
DPN_BUFFER_DESC bufferDesc;
bufferDesc.dwBufferSize = sizeof(GAMEMSG_CREATE_PLAYER);
bufferDesc.pBufferData = (BYTE*) &msgCreatePlayer;
// DirectPlay will tell via the message handler
// if there are any severe errors, so ignore any errors
DPNHANDLE hAsync;
g_pDPServer->SendTo( dpnidTarget, &bufferDesc, 1,
0, NULL, &hAsync, DPNSEND_NOLOOPBACK | DPNSEND_GUARANTEED );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: SendWorldStateToNewPlayer
// Desc: Send the world state to the new player. For this sample, it is just
// "create player" message for every connected player
//-----------------------------------------------------------------------------
HRESULT SendWorldStateToNewPlayer( DPNID dpnidNewPlayer )
{
HRESULT hr;
DWORD dwNumPlayers = 0;
DPNID* aPlayers = NULL;
// Tell this player the dpnid of itself
GAMEMSG_SET_ID msgSetID;
msgSetID.dwType = GAME_MSGID_SET_ID;
msgSetID.dpnidPlayer = dpnidNewPlayer;
DPN_BUFFER_DESC bufferDesc;
bufferDesc.dwBufferSize = sizeof(GAMEMSG_SET_ID);
bufferDesc.pBufferData = (BYTE*) &msgSetID;
// DirectPlay will tell via the message handler
// if there are any severe errors, so ignore any errors
DPNHANDLE hAsync;
g_pDPServer->SendTo( dpnidNewPlayer, &bufferDesc, 1,
0, NULL, &hAsync, DPNSEND_NOLOOPBACK | DPNSEND_GUARANTEED );
// Enumerate all the connected players
while( TRUE )
{
hr = g_pDPServer->EnumPlayersAndGroups( aPlayers, &dwNumPlayers, DPNENUM_PLAYERS );
if( SUCCEEDED(hr) )
break;
if( FAILED(hr) && hr != DPNERR_BUFFERTOOSMALL )
return DXTRACE_ERR( TEXT("EnumPlayersAndGroups"), hr );
SAFE_DELETE_ARRAY( aPlayers );
aPlayers = new DPNID[ dwNumPlayers ];
}
// For each player, send a "create player" message to the new player
for( DWORD i = 0; i<dwNumPlayers; i++ )
{
APP_PLAYER_INFO* pPlayerInfo = NULL;
// Don't send a create msg to the new player about itself. This will
// be already done when we sent one to DPNID_ALL_PLAYERS_GROUP
if( aPlayers[i] == dpnidNewPlayer )
continue;
// Get the player context accosicated with this DPNID
hr = g_pDPServer->GetPlayerContext( aPlayers[i], (LPVOID*) &pPlayerInfo, 0 );
// Ignore this player if we can't get the context
if( pPlayerInfo == NULL || FAILED(hr) )
continue;
SendCreatePlayerMsg( pPlayerInfo, dpnidNewPlayer );
}
SAFE_DELETE_ARRAY( aPlayers );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: SendDestroyPlayerMsgToAll
// Desc:
//-----------------------------------------------------------------------------
HRESULT SendDestroyPlayerMsgToAll( APP_PLAYER_INFO* pPlayerInfo )
{
GAMEMSG_DESTROY_PLAYER msgDestroyPlayer;
msgDestroyPlayer.dwType = GAME_MSGID_DESTROY_PLAYER;
msgDestroyPlayer.dpnidPlayer = pPlayerInfo->dpnidPlayer;
DPN_BUFFER_DESC bufferDesc;
bufferDesc.dwBufferSize = sizeof(GAMEMSG_CREATE_PLAYER);
bufferDesc.pBufferData = (BYTE*) &msgDestroyPlayer;
// DirectPlay will tell via the message handler
// if there are any severe errors, so ignore any errors
DPNHANDLE hAsync;
g_pDPServer->SendTo( DPNID_ALL_PLAYERS_GROUP, &bufferDesc, 1,
0, NULL, &hAsync, DPNSEND_NOLOOPBACK | DPNSEND_GUARANTEED );
return S_OK;
}

View File

@@ -0,0 +1,204 @@
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!MESSAGE Possible choices for configuration are:
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!MESSAGE "VoiceServer - Win32 Debug Unicode" (based on "Win32 (x86) Application")
!MESSAGE "VoiceServer - Win32 Release Unicode" (based on "Win32 (x86) Application")
!MESSAGE "VoiceServer - Win32 Release" (based on "Win32 (x86) Application")
!MESSAGE "VoiceServer - Win32 Debug" (based on "Win32 (x86) Application")
!MESSAGE
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!ELSEIF "$(CFG)" == "VoiceServer - Win32 Debug Unicode"
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# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\common\include" /I "..\common" /D "_DEBUG" /D "_WINDOWS" /D "WIN32" /D "_WIN32_DCOM" /D "UNICODE" /D "_UNICODE" /YX /FD /c
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 dplay.lib dxguid.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib odbc32.lib odbccp32.lib dxerr8.lib winmm.lib kernel32.lib user32.lib ole32.lib uuid.lib /nologo /subsystem:windows /debug /machine:I386 /nodefaultlib:"LIBC" /pdbtype:sept
# SUBTRACT BASE LINK32 /incremental:no /nodefaultlib
# ADD LINK32 dplay.lib dxguid.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib odbc32.lib odbccp32.lib dxerr8.lib winmm.lib kernel32.lib user32.lib ole32.lib uuid.lib /nologo /subsystem:windows /debug /machine:I386 /nodefaultlib:"LIBC" /pdbtype:sept /stack:0x10000,0x10000
# SUBTRACT LINK32 /incremental:no /nodefaultlib
!ELSEIF "$(CFG)" == "VoiceServer - Win32 Release Unicode"
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# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\common\include" /I "..\common" /D "NDEBUG" /D "_MBCS" /D "_WINDOWS" /D "WIN32" /D "_WIN32_DCOM" /D "UNICODE" /D "_UNICODE" /YX /FD /c
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BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
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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 /machine:I386 /stack:0x10000,0x10000
!ENDIF
# Begin Target
# Name "VoiceServer - Win32 Release"
# Name "VoiceServer - Win32 Debug"
# Name "VoiceServer - Win32 Debug Unicode"
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# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
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# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# Begin Source File
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# End Source File
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# End Source File
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SOURCE=.\VoiceServer.rc
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View File

@@ -0,0 +1,29 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "VoiceServer"=.\VoiceServer.dsp - Package Owner=<4>
Package=<5>
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View File

@@ -0,0 +1,378 @@
# Microsoft Developer Studio Generated NMAKE File, Based on VoiceServer.dsp
!IF "$(CFG)" == ""
CFG=VoiceServer - Win32 Debug Unicode
!MESSAGE No configuration specified. Defaulting to VoiceServer - Win32 Debug Unicode.
!ENDIF
!IF "$(CFG)" != "VoiceServer - Win32 Release" && "$(CFG)" != "VoiceServer - Win32 Debug" && "$(CFG)" != "VoiceServer - Win32 Debug Unicode" && "$(CFG)" != "VoiceServer - Win32 Release Unicode"
!MESSAGE Invalid configuration "$(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 "VoiceServer.mak" CFG="VoiceServer - Win32 Debug Unicode"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "VoiceServer - Win32 Release" (based on "Win32 (x86) Application")
!MESSAGE "VoiceServer - Win32 Debug" (based on "Win32 (x86) Application")
!MESSAGE "VoiceServer - Win32 Debug Unicode" (based on "Win32 (x86) Application")
!MESSAGE "VoiceServer - Win32 Release Unicode" (based on "Win32 (x86) Application")
!MESSAGE
!ERROR An invalid configuration is specified.
!ENDIF
!IF "$(OS)" == "Windows_NT"
NULL=
!ELSE
NULL=nul
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!IF "$(CFG)" == "VoiceServer - Win32 Release"
OUTDIR=.\Release
INTDIR=.\Release
# Begin Custom Macros
OutDir=.\Release
# End Custom Macros
ALL : "$(OUTDIR)\VoiceServer.exe"
CLEAN :
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-@erase "$(INTDIR)\VoiceServer.res"
-@erase "$(OUTDIR)\VoiceServer.exe"
"$(OUTDIR)" :
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
CPP=cl.exe
CPP_PROJ=/nologo /MT /W3 /GX /O2 /I "..\..\..\common\include" /I "..\common" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "WIN32" /D "_WIN32_DCOM" /Fp"$(INTDIR)\VoiceServer.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
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$(CPP) @<<
$(CPP_PROJ) $<
<<
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<<
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RSC_PROJ=/l 0x409 /fo"$(INTDIR)\VoiceServer.res" /d "NDEBUG"
BSC32=bscmake.exe
BSC32_FLAGS=/nologo /o"$(OUTDIR)\VoiceServer.bsc"
BSC32_SBRS= \
LINK32=link.exe
LINK32_FLAGS=dplay.lib dxguid.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib odbc32.lib odbccp32.lib dxerr8.lib winmm.lib kernel32.lib user32.lib ole32.lib uuid.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\VoiceServer.pdb" /machine:I386 /out:"$(OUTDIR)\VoiceServer.exe" /stack:0x10000,0x10000
LINK32_OBJS= \
"$(INTDIR)\VoiceServer.obj" \
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"$(INTDIR)\netvoice.obj" \
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$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ELSEIF "$(CFG)" == "VoiceServer - Win32 Debug"
OUTDIR=.\Debug
INTDIR=.\Debug
# Begin Custom Macros
OutDir=.\Debug
# End Custom Macros
ALL : "$(OUTDIR)\VoiceServer.exe"
CLEAN :
-@erase "$(INTDIR)\dxutil.obj"
-@erase "$(INTDIR)\netvoice.obj"
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-@erase "$(INTDIR)\VoiceServer.res"
-@erase "$(OUTDIR)\VoiceServer.exe"
-@erase "$(OUTDIR)\VoiceServer.ilk"
-@erase "$(OUTDIR)\VoiceServer.pdb"
"$(OUTDIR)" :
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
CPP=cl.exe
CPP_PROJ=/nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\common\include" /I "..\common" /D "_WINDOWS" /D "_DEBUG" /D "WIN32" /D "_WIN32_DCOM" /Fp"$(INTDIR)\VoiceServer.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
.c{$(INTDIR)}.obj::
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$(CPP_PROJ) $<
<<
.cpp{$(INTDIR)}.obj::
$(CPP) @<<
$(CPP_PROJ) $<
<<
.cxx{$(INTDIR)}.obj::
$(CPP) @<<
$(CPP_PROJ) $<
<<
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$(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)\VoiceServer.res" /d "_DEBUG"
BSC32=bscmake.exe
BSC32_FLAGS=/nologo /o"$(OUTDIR)\VoiceServer.bsc"
BSC32_SBRS= \
LINK32=link.exe
LINK32_FLAGS=dplay.lib dxguid.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib odbc32.lib odbccp32.lib dxerr8.lib winmm.lib kernel32.lib user32.lib ole32.lib uuid.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\VoiceServer.pdb" /debug /machine:I386 /nodefaultlib:"LIBC" /out:"$(OUTDIR)\VoiceServer.exe" /pdbtype:sept /stack:0x10000,0x10000
LINK32_OBJS= \
"$(INTDIR)\VoiceServer.obj" \
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"$(OUTDIR)\VoiceServer.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ELSEIF "$(CFG)" == "VoiceServer - Win32 Debug Unicode"
OUTDIR=.\Win32_Debug_Unicode
INTDIR=.\Win32_Debug_Unicode
# Begin Custom Macros
OutDir=.\Win32_Debug_Unicode
# End Custom Macros
ALL : "$(OUTDIR)\VoiceServer.exe"
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-@erase "$(OUTDIR)\VoiceServer.ilk"
-@erase "$(OUTDIR)\VoiceServer.pdb"
"$(OUTDIR)" :
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
CPP=cl.exe
CPP_PROJ=/nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\common\include" /I "..\common" /D "_DEBUG" /D "_WINDOWS" /D "WIN32" /D "_WIN32_DCOM" /D "UNICODE" /D "_UNICODE" /Fp"$(INTDIR)\VoiceServer.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
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<<
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<<
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$(CPP) @<<
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<<
MTL=midl.exe
MTL_PROJ=/nologo /D "_DEBUG" /mktyplib203 /win32
RSC=rc.exe
RSC_PROJ=/l 0x409 /fo"$(INTDIR)\VoiceServer.res" /d "_DEBUG"
BSC32=bscmake.exe
BSC32_FLAGS=/nologo /o"$(OUTDIR)\VoiceServer.bsc"
BSC32_SBRS= \
LINK32=link.exe
LINK32_FLAGS=dplay.lib dxguid.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib odbc32.lib odbccp32.lib dxerr8.lib winmm.lib kernel32.lib user32.lib ole32.lib uuid.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\VoiceServer.pdb" /debug /machine:I386 /nodefaultlib:"LIBC" /out:"$(OUTDIR)\VoiceServer.exe" /pdbtype:sept /stack:0x10000,0x10000
LINK32_OBJS= \
"$(INTDIR)\VoiceServer.obj" \
"$(INTDIR)\dxutil.obj" \
"$(INTDIR)\netvoice.obj" \
"$(INTDIR)\VoiceServer.res"
"$(OUTDIR)\VoiceServer.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ELSEIF "$(CFG)" == "VoiceServer - Win32 Release Unicode"
OUTDIR=.\Win32_Release_Unicode
INTDIR=.\Win32_Release_Unicode
# Begin Custom Macros
OutDir=.\Win32_Release_Unicode
# End Custom Macros
ALL : "$(OUTDIR)\VoiceServer.exe"
CLEAN :
-@erase "$(INTDIR)\dxutil.obj"
-@erase "$(INTDIR)\netvoice.obj"
-@erase "$(INTDIR)\vc60.idb"
-@erase "$(INTDIR)\VoiceServer.obj"
-@erase "$(INTDIR)\VoiceServer.res"
-@erase "$(OUTDIR)\VoiceServer.exe"
"$(OUTDIR)" :
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
CPP=cl.exe
CPP_PROJ=/nologo /MT /W3 /GX /O2 /I "..\..\..\common\include" /I "..\common" /D "NDEBUG" /D "_MBCS" /D "_WINDOWS" /D "WIN32" /D "_WIN32_DCOM" /D "UNICODE" /D "_UNICODE" /Fp"$(INTDIR)\VoiceServer.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)\VoiceServer.res" /d "NDEBUG"
BSC32=bscmake.exe
BSC32_FLAGS=/nologo /o"$(OUTDIR)\VoiceServer.bsc"
BSC32_SBRS= \
LINK32=link.exe
LINK32_FLAGS=dplay.lib dxguid.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib odbc32.lib odbccp32.lib dxerr8.lib winmm.lib kernel32.lib user32.lib ole32.lib uuid.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\VoiceServer.pdb" /machine:I386 /out:"$(OUTDIR)\VoiceServer.exe" /stack:0x10000,0x10000
LINK32_OBJS= \
"$(INTDIR)\VoiceServer.obj" \
"$(INTDIR)\dxutil.obj" \
"$(INTDIR)\netvoice.obj" \
"$(INTDIR)\VoiceServer.res"
"$(OUTDIR)\VoiceServer.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ENDIF
!IF "$(NO_EXTERNAL_DEPS)" != "1"
!IF EXISTS("VoiceServer.dep")
!INCLUDE "VoiceServer.dep"
!ELSE
!MESSAGE Warning: cannot find "VoiceServer.dep"
!ENDIF
!ENDIF
!IF "$(CFG)" == "VoiceServer - Win32 Release" || "$(CFG)" == "VoiceServer - Win32 Debug" || "$(CFG)" == "VoiceServer - Win32 Debug Unicode" || "$(CFG)" == "VoiceServer - Win32 Release Unicode"
SOURCE=.\VoiceServer.cpp
"$(INTDIR)\VoiceServer.obj" : $(SOURCE) "$(INTDIR)"
SOURCE=.\VoiceServer.rc
"$(INTDIR)\VoiceServer.res" : $(SOURCE) "$(INTDIR)"
$(RSC) $(RSC_PROJ) $(SOURCE)
SOURCE=..\..\..\common\src\dxutil.cpp
"$(INTDIR)\dxutil.obj" : $(SOURCE) "$(INTDIR)"
$(CPP) $(CPP_PROJ) $(SOURCE)
SOURCE=..\..\..\common\src\netvoice.cpp
"$(INTDIR)\netvoice.obj" : $(SOURCE) "$(INTDIR)"
$(CPP) $(CPP_PROJ) $(SOURCE)
!ENDIF