//---------------------------------------------------------------------------- // 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 #include #include #include #include #include #include "NetConnect.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 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 ); }