//----------------------------------------------------------------------------- // File: VoicePosition.cpp // // Desc: The main file for VoicePosition that shows how use DirectPlay along // with DirectPlayVoice to allow talking in a conference situation. // // Copyright (c) 1999-2001 Microsoft Corp. All rights reserved. //----------------------------------------------------------------------------- #define STRICT #define D3D_OVERLOADS #include #include #include #include #include #include #include #include #include #include #include #include "NetConnect.h" #include "NetVoice.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 ) { DeleteCriticalSection( &pPlayerInfo->csPlayer ); 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 MAP_WIDTH 100 #define MAP_HEIGHT 100 #define MAX_PLAYER_NAME 14 #define WM_APP_DISPLAY_PLAYERS (WM_APP + 0) #define WM_APP_UPDATE_GRID (WM_APP + 1) #define START_POSITION_X ( MAP_WIDTH / 2 ) #define START_POSITION_Y ( MAP_HEIGHT / 2 ) // 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. // {9363CC5D-F8BE-47cf-A288-E4DD73F0BCA6} GUID g_guidApp = { 0x9363cc5d, 0xf8be, 0x47cf, { 0xa2, 0x88, 0xe4, 0xdd, 0x73, 0xf0, 0xbc, 0xa6 } }; struct APP_PLAYER_INFO { LONG lRefCount; // Ref count so we can cleanup when all threads // are done w/ this object CRITICAL_SECTION csPlayer; // Critical section for DSB voice DPNID dpnidPlayer; // dpnid of the player BOOL bTalking; // Is the player talking BOOL bHalfDuplex; // If true, then player cannot talk POINT pt; // Location of player LPDIRECTSOUND3DBUFFER pDSBVoice; // DirectSound 3D buffer for player TCHAR strPlayerName[MAX_PLAYER_NAME]; // Player name }; //----------------------------------------------------------------------------- // App specific DirectPlay messages and structures //----------------------------------------------------------------------------- #define GAME_MSGID_PLAYERMOVED 1 // Change compiler pack alignment to be BYTE aligned, and pop the current value #pragma pack( push, 1 ) struct GAMEMSG_GENERIC { DWORD dwType; }; struct GAMEMSG_PLAYERMOVED : public GAMEMSG_GENERIC { POINT pt; }; // Pop the old pack alignment #pragma pack( pop ) //----------------------------------------------------------------------------- // Global variables //----------------------------------------------------------------------------- HINSTANCE g_hInst = NULL; // HINST of app HWND g_hDlg = NULL; // HWND of main dialog IDirectPlay8Peer* g_pDP = NULL; // DirectPlay peer object CNetConnectWizard* g_pNetConnectWizard = NULL; // Connection wizard CNetVoice* g_pNetVoice = NULL; // DirectPlay voice helper class IDirectPlay8LobbiedApplication* g_pLobbiedApp = NULL; // DirectPlay lobbied app BOOL g_bWasLobbyLaunched = FALSE; // TRUE if lobby launched TCHAR g_strAppName[256] = TEXT("VoicePosition"); APP_PLAYER_INFO* g_pPlayerLocal = NULL; // APP_PLAYER_INFO* of local player BOOL g_bVoiceSessionInProgress = FALSE; // True if voice has been init'ed DPNID* g_pPlayers = NULL; // Array of DPNIDs DWORD g_dwPlayersArraySize = 0; // Size of g_pPlayers 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 BOOL g_bHostPlayer = FALSE; // TRUE if local player is host DPNID g_LocalPlayerDPNID = 0; // DPNID of local player GUID g_guidDVSessionCT; // GUID for choosen voice compression DVCLIENTCONFIG g_dvClientConfig; // Voice client config LPDIRECTSOUND3DLISTENER g_pDSListener = NULL; // DirectSound 3D listener LPDIRECTSOUND g_pDS = NULL; // DirectSound object HANDLE g_hSoundInit = NULL; // Signaled if DirectSound inited //----------------------------------------------------------------------------- // Function-prototypes //----------------------------------------------------------------------------- INT_PTR CALLBACK VoiceDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam ); HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer ); HRESULT WINAPI DirectPlayLobbyMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer ); HRESULT WINAPI DirectPlayVoiceClientMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer ); HRESULT WINAPI DirectPlayVoiceServerMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer ); HRESULT InitDirectPlay(); HRESULT OnInitDialog( HWND hDlg ); HRESULT InitDirectSound( HWND hDlg ); HRESULT DisplayPlayersInChat( HWND hDlg ); HRESULT SendLocalPosition( HWND hDlg ); VOID DrawDotOnGrid( HWND hWndGrid, HDC hDC, BOOL bLocalDot, FLOAT fPosX, FLOAT fPosY ); HRESULT UpdateGrid( HWND hDlg ); void SetPlayerTalking( APP_PLAYER_INFO* pPlayerInfo, BOOL bTalking ); INT_PTR CALLBACK VoiceConfigDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam ); HRESULT VoiceConfigEnumCompressionCodecs( HWND hDlg ); VOID VoiceConfigDlgOnOK( 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 ) { HRESULT hr; HKEY hDPlaySampleRegKey; BOOL bConnectSuccess = FALSE; g_hInst = hInst; InitializeCriticalSection( &g_csPlayerContext ); g_hSoundInit = CreateEvent( NULL, TRUE, FALSE, NULL ); // Init player ID array g_dwPlayersArraySize = 10; g_pPlayers = (DPNID*) malloc( sizeof(DPNID)*g_dwPlayersArraySize ); // 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") ); InitCommonControls(); // Init COM so we can use CoCreateInstance CoInitializeEx( NULL, COINIT_MULTITHREADED ); // Create helper class g_pNetConnectWizard = new CNetConnectWizard( hInst, NULL, g_strAppName, &g_guidApp ); g_pNetVoice = new CNetVoice( DirectPlayVoiceClientMessageHandler, DirectPlayVoiceServerMessageHandler ); 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; } // Check if we were launched from a lobby client if( g_bWasLobbyLaunched && g_pNetConnectWizard->HaveConnectionSettingsFromLobby() ) { // If were lobby launched then DPL_MSGID_CONNECT has already been // handled, so we can just tell the wizard to connect to the lobby // that has sent us a DPL_MSGID_CONNECT msg. 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() ); g_bHostPlayer = g_pNetConnectWizard->IsHostPlayer(); 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 ); // Do the connection wizard 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() ); g_bHostPlayer = g_pNetConnectWizard->IsHostPlayer(); // 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 ) { // Set default DirectPlayVoice setup options ZeroMemory( &g_dvClientConfig, sizeof(g_dvClientConfig) ); g_dvClientConfig.dwSize = sizeof(g_dvClientConfig); g_dvClientConfig.dwFlags = DVCLIENTCONFIG_AUTOVOICEACTIVATED | DVCLIENTCONFIG_AUTORECORDVOLUME; g_dvClientConfig.lPlaybackVolume = DVPLAYBACKVOLUME_DEFAULT; g_dvClientConfig.dwBufferQuality = DVBUFFERQUALITY_DEFAULT; g_dvClientConfig.dwBufferAggressiveness = DVBUFFERAGGRESSIVENESS_DEFAULT; g_dvClientConfig.dwThreshold = DVTHRESHOLD_UNUSED; g_dvClientConfig.lRecordVolume = DVRECORDVOLUME_LAST; g_dvClientConfig.dwNotifyPeriod = 0; g_guidDVSessionCT = DPVCTGUID_DEFAULT; // Ask the user for DirectPlayVoice setup params DWORD dwResult = (DWORD)DialogBox( hInst, MAKEINTRESOURCE(IDD_VOICE_SETUP), NULL, VoiceConfigDlgProc ); if( dwResult != IDCANCEL ) g_pNetVoice->ChangeVoiceClientSettings( &g_dvClientConfig ); } 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, VoiceDlgProc ); 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 player ID array free( g_pPlayers ); // Disconnect from the DirectPlayVoice session, // and destory it if we are the host player. SAFE_DELETE( g_pNetVoice ); // 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 ); // Release DirectSound interfaces SAFE_RELEASE( g_pDSListener ); SAFE_RELEASE( g_pDS ); RegCloseKey( hDPlaySampleRegKey ); CloseHandle( g_hSoundInit ); 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: VoiceDlgProc() // Desc: Handles dialog messages //----------------------------------------------------------------------------- INT_PTR CALLBACK VoiceDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam ) { switch( msg ) { case WM_INITDIALOG: { if( FAILED( g_hrDialog = OnInitDialog( hDlg ) ) ) { DXTRACE_ERR( TEXT("OnInitDialog"), g_hrDialog ); EndDialog( hDlg, 0 ); break; } g_hDlg = hDlg; if( FAILED( g_hrDialog = g_pNetVoice->Init( hDlg, g_bHostPlayer, TRUE, g_pDP, DVSESSIONTYPE_PEER, &g_guidDVSessionCT, &g_dvClientConfig, g_pDS ) ) ) { if( g_hrDialog == DVERR_USERBACK ) { MessageBox( hDlg, TEXT("The user backed out of the wizard. ") TEXT("This simple sample does not handle this case, so ") TEXT("the sample will quit."), TEXT("DirectPlay Sample"), MB_OK ); g_hrDialog = S_OK; } if( g_hrDialog == DVERR_USERCANCEL ) { MessageBox( hDlg, TEXT("The user canceled the wizard. ") TEXT("This simple sample does not handle this case, so ") TEXT("the sample will quit."), TEXT("DirectPlay Sample"), MB_OK ); g_hrDialog = S_OK; } if( g_hrDialog == DVERR_ALREADYPENDING ) { MessageBox( hDlg, TEXT("Another instance of the Voice Setup Wizard is already running. ") TEXT("This simple sample does not handle this case, so ") TEXT("the sample will quit."), TEXT("DirectPlay Sample"), MB_OK ); g_hrDialog = S_OK; } if( FAILED(g_hrDialog) ) DXTRACE_ERR( TEXT("Init"), g_hrDialog ); EndDialog( hDlg, 0 ); break; } if( g_pNetVoice->IsHalfDuplex() ) { MessageBox( hDlg, TEXT("You are running in half duplex mode. ") TEXT("In half duplex mode no recording takes place."), TEXT("DirectPlay Sample"), MB_OK ); } g_bVoiceSessionInProgress = TRUE; } break; case WM_COMMAND: switch( LOWORD(wParam) ) { case IDC_SETUP: { // Ask the user for DirectPlayVoice setup params DWORD dwResult = (DWORD)DialogBox( g_hInst, MAKEINTRESOURCE(IDD_VOICE_SETUP), hDlg, VoiceConfigDlgProc ); if( dwResult != IDCANCEL ) g_pNetVoice->ChangeVoiceClientSettings( &g_dvClientConfig ); } return TRUE; case IDCANCEL: g_hrDialog = S_OK; EndDialog( hDlg, 0 ); return TRUE; } break; case WM_APP_DISPLAY_PLAYERS: { DisplayPlayersInChat( hDlg ); break; } case WM_APP_UPDATE_GRID: { UpdateGrid( hDlg ); break; } case WM_TIMER: { DWORD dwNumPlayers; DWORD iIndex; LVITEM lvItem; APP_PLAYER_INFO* pPlayerInfo = NULL; HWND hListView = GetDlgItem( hDlg, IDC_PEOPLE_LIST ); dwNumPlayers = ListView_GetItemCount( hListView ); // Now that they are added and the listview sorted them by name, // run through them all caching the listview index with its dpnid for( iIndex = 0; iIndex < dwNumPlayers; iIndex++ ) { HRESULT hr; APP_PLAYER_INFO* pPlayerInfo = NULL; DPNID dpnidPlayer; lvItem.mask = LVIF_PARAM; lvItem.iItem = iIndex; ListView_GetItem( hListView, &lvItem ); dpnidPlayer = (DPNID) lvItem.lParam; 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 continue; } TCHAR strStatus[255]; if( pPlayerInfo->bHalfDuplex ) { _tcscpy( strStatus, TEXT("Can't talk") ); } else { if( pPlayerInfo->bTalking ) _tcscpy( strStatus, TEXT("Talking") ); else _tcscpy( strStatus, TEXT("Silent") ); } lvItem.iItem = iIndex; lvItem.iSubItem = 1; lvItem.mask = LVIF_TEXT; lvItem.pszText = strStatus; PLAYER_LOCK(); PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed PLAYER_UNLOCK(); SendMessage( hListView, LVM_SETITEM, 0, (LPARAM) &lvItem ); } break; } case WM_PAINT: { DWORD dwNumPlayers; DWORD iIndex; LVITEM lvItem; APP_PLAYER_INFO* pPlayerInfo = NULL; HWND hListView = GetDlgItem( hDlg, IDC_PEOPLE_LIST ); HWND hWndGrid = GetDlgItem( hDlg, IDC_RENDER_WINDOW ); BOOL bIsLocalPlayer; // Erase and redraw the grid window right now RedrawWindow( hWndGrid, NULL, NULL, RDW_ERASE | RDW_INVALIDATE | RDW_INTERNALPAINT | RDW_UPDATENOW ); HDC hDC = GetDC( hWndGrid ); dwNumPlayers = ListView_GetItemCount( hListView ); // Now that they are added and the listview sorted them by name, // run through them all caching the listview index with its dpnid for( iIndex = 0; iIndex < dwNumPlayers; iIndex++ ) { HRESULT hr; APP_PLAYER_INFO* pPlayerInfo = NULL; DPNID dpnidPlayer; lvItem.mask = LVIF_PARAM; lvItem.iItem = iIndex; ListView_GetItem( hListView, &lvItem ); dpnidPlayer = (DPNID) lvItem.lParam; 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 continue; } if( pPlayerInfo->dpnidPlayer == g_LocalPlayerDPNID ) bIsLocalPlayer = TRUE; else bIsLocalPlayer = FALSE; DrawDotOnGrid( hWndGrid, hDC, bIsLocalPlayer, pPlayerInfo->pt.x / (float) MAP_WIDTH, pPlayerInfo->pt.y / (float) MAP_HEIGHT ); PLAYER_LOCK(); PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed PLAYER_UNLOCK(); } ReleaseDC( hWndGrid, hDC ); break; } case WM_NOTIFY: { LPNMLISTVIEW pnm = (LPNMLISTVIEW)lParam; if( pnm->hdr.code == NM_CUSTOMDRAW && (pnm->hdr.idFrom == IDC_VERTICAL_SLIDER || pnm->hdr.idFrom == IDC_HORIZONTAL_SLIDER) ) { LPNMLVCUSTOMDRAW lplvcd = (LPNMLVCUSTOMDRAW)lParam; if( lplvcd->nmcd.dwDrawStage == CDDS_PREPAINT ) { POINT pt; pt.x = (LONG)SendDlgItemMessage( hDlg, IDC_HORIZONTAL_SLIDER, TBM_GETPOS, 0, 0 ); pt.y = (LONG)SendDlgItemMessage( hDlg, IDC_VERTICAL_SLIDER, TBM_GETPOS, 0, 0 ); if( NULL == g_pPlayerLocal ) return CDRF_DODEFAULT; // Don't do anything if nothing has changed. if( pt.x != g_pPlayerLocal->pt.x || pt.y != g_pPlayerLocal->pt.y ) { // Don't send the position too fast, otherwise it will // slow down the network link static DWORD s_dwLastSendTime = 0; DWORD dwCurTime = timeGetTime(); if( dwCurTime - s_dwLastSendTime > 50 ) { s_dwLastSendTime = dwCurTime; g_pPlayerLocal->pt = pt; if( FAILED( g_hrDialog = SendLocalPosition( hDlg ) ) ) { DXTRACE_ERR( TEXT("SendLocalPosition"), g_hrDialog ); MessageBox( hDlg, TEXT("Error updating the local position. ") TEXT("Sample will now exit."), TEXT("DirectPlayVoice Sample"), MB_OK | MB_ICONERROR ); EndDialog( hDlg, 0 ); } // Update the grid PostMessage( hDlg, WM_APP_UPDATE_GRID, 0, 0 ); } } return CDRF_DODEFAULT; } } } break; case WM_LBUTTONDOWN: { POINT pt; RECT rc; HWND hWndGrid = GetDlgItem( hDlg, IDC_RENDER_WINDOW ); // Check to see if the click was inside the map position window // if it was then move the position there pt.x = LOWORD( lParam ); pt.y = HIWORD( lParam ); ClientToScreen( hDlg, &pt ); ScreenToClient( hWndGrid, &pt ); GetClientRect( hWndGrid, &rc ); if( pt.x > rc.left && pt.x < rc.right && pt.y > rc.top && pt.y < rc.bottom ) { // Set the position, but do it careful since we check the // slider position's whenever a slider is redrawn, so // be careful when the sliders are redrawn otherwise false // position messages will be sent to everyone in the session g_pPlayerLocal->pt.x = pt.x; SendDlgItemMessage( hDlg, IDC_HORIZONTAL_SLIDER, TBM_SETPOS, TRUE, pt.x ); g_pPlayerLocal->pt.y = pt.y; SendDlgItemMessage( hDlg, IDC_VERTICAL_SLIDER, TBM_SETPOS, TRUE, pt.y ); if( FAILED( g_hrDialog = SendLocalPosition( hDlg ) ) ) { DXTRACE_ERR( TEXT("SendLocalPosition"), g_hrDialog ); MessageBox( hDlg, TEXT("Error updating the local position. ") TEXT("Sample will now exit."), TEXT("DirectPlayVoice Sample"), MB_OK | MB_ICONERROR ); EndDialog( g_hDlg, 0 ); } // Update the grid PostMessage( hDlg, WM_APP_UPDATE_GRID, 0, 0 ); } } break; } return FALSE; // Didn't handle message } //----------------------------------------------------------------------------- // Name: OnInitDialog() // Desc: Inits the dialog //----------------------------------------------------------------------------- HRESULT OnInitDialog( HWND hDlg ) { HRESULT hr; LVCOLUMN column; RECT rctListView; TCHAR strHeader[255]; DWORD dwVertScrollBar; DWORD dwListViewWidth; // Setup DirectSound, and the 3D listener if( FAILED( hr = InitDirectSound( hDlg ) ) ) return hr; // 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_bHostPlayer ) SetWindowText( hDlg, TEXT("VoicePosition (Session Host)") ); else SetWindowText( hDlg, TEXT("VoicePosition (Session Client)") ); // Setup the listview HWND hListView = GetDlgItem( hDlg, IDC_PEOPLE_LIST ); dwVertScrollBar = GetSystemMetrics( SM_CXVSCROLL ); GetClientRect( hListView, &rctListView ); dwListViewWidth = rctListView.right - dwVertScrollBar; column.mask = LVCF_FMT | LVCF_SUBITEM | LVCF_TEXT | LVCF_WIDTH; column.fmt = LVCFMT_LEFT; column.iSubItem = -1; // Insert the Name column _tcscpy( strHeader, TEXT("Name") ); column.cx = dwListViewWidth * 5 / 10; column.pszText = strHeader; column.cchTextMax = _tcslen( strHeader ); ListView_InsertColumn( hListView, 0, &column ); // Insert the Status column _tcscpy( strHeader, TEXT("Status") ); column.cx = dwListViewWidth * 5 / 10; column.pszText = strHeader; column.cchTextMax = _tcslen( strHeader ); ListView_InsertColumn( hListView, 1, &column ); SendDlgItemMessage( hDlg, IDC_HORIZONTAL_SLIDER, TBM_SETRANGE, 0, MAKELONG( 0, MAP_WIDTH ) ); SendDlgItemMessage( hDlg, IDC_VERTICAL_SLIDER, TBM_SETRANGE, 0, MAKELONG( 0, MAP_HEIGHT ) ); SendDlgItemMessage( hDlg, IDC_HORIZONTAL_SLIDER, TBM_SETPOS, TRUE, START_POSITION_X ); SendDlgItemMessage( hDlg, IDC_VERTICAL_SLIDER, TBM_SETPOS, TRUE, START_POSITION_Y ); // Send the local players postion to everyone if( FAILED( hr = SendLocalPosition( hDlg ) ) ) return DXTRACE_ERR( TEXT("SendLocalPosition"), hr ); // Update the listbox PostMessage( hDlg, WM_APP_DISPLAY_PLAYERS, 0, 0 ); // Update the grid PostMessage( hDlg, WM_APP_UPDATE_GRID, 0, 0 ); // Make a timer to update the listbox // 'Status' column every so often SetTimer( hDlg, 0, 250, NULL ); return S_OK; } //----------------------------------------------------------------------------- // Name: InitDirectSound() // Desc: Initializes DirectSound //----------------------------------------------------------------------------- HRESULT InitDirectSound( HWND hDlg ) { HRESULT hr; if( FAILED( hr = DirectSoundCreate( &DSDEVID_DefaultVoicePlayback, &g_pDS, NULL ) ) ) return DXTRACE_ERR( TEXT("DirectSoundCreate"), hr ); if( FAILED( hr = g_pDS->SetCooperativeLevel( hDlg, DSSCL_PRIORITY ) ) ) return DXTRACE_ERR( TEXT("SetCooperativeLevel"), hr ); // Obtain primary buffer, asking it for 3D control DSBUFFERDESC dsbd; LPDIRECTSOUNDBUFFER pDSBPrimary = NULL; ZeroMemory( &dsbd, sizeof(DSBUFFERDESC) ); dsbd.dwSize = sizeof(DSBUFFERDESC); dsbd.dwFlags = DSBCAPS_PRIMARYBUFFER | DSBCAPS_CTRL3D; if( FAILED( hr = g_pDS->CreateSoundBuffer( &dsbd, &pDSBPrimary, NULL ) ) ) return DXTRACE_ERR( TEXT("CreateSoundBuffer"), hr ); if( FAILED( hr = pDSBPrimary->QueryInterface( IID_IDirectSound3DListener, (VOID**)&g_pDSListener ) ) ) return DXTRACE_ERR( TEXT("QueryInterface"), hr ); // Done with the primary buffer, so release it SAFE_RELEASE( pDSBPrimary ); DS3DLISTENER dslsn; ZeroMemory( &dslsn, sizeof(dslsn) ); dslsn.dwSize = sizeof(dslsn); dslsn.flDistanceFactor = 1.0f; // All DSound3D units are in meters dslsn.flDopplerFactor = DS3D_DEFAULTDOPPLERFACTOR; // Use 3 times the real rolloff factor so that // the voices don't fade away too quickly dslsn.flRolloffFactor = 3.0f; dslsn.vOrientFront = D3DVECTOR( 0.0f, 0.0f, 1.0f ); dslsn.vOrientTop = D3DVECTOR( 0.0f, 1.0f, 0.0f ); dslsn.vPosition = D3DVECTOR( 0.0f, 0.0f, 0.0f ); dslsn.vVelocity = D3DVECTOR( 0.0f, 0.0f, 0.0f ); if( FAILED( hr = g_pDSListener->SetAllParameters( &dslsn, DS3D_IMMEDIATE ) ) ) return DXTRACE_ERR( TEXT("SetAllParameters"), hr ); SetEvent( g_hSoundInit ); return S_OK; } //----------------------------------------------------------------------------- // Name: SendLocalPosition() // Desc: Updates the local position, and sends the new position to all the players //----------------------------------------------------------------------------- HRESULT SendLocalPosition( HWND hDlg ) { if( g_pPlayerLocal == NULL ) return S_OK; GAMEMSG_PLAYERMOVED msgPlayerMoved; msgPlayerMoved.dwType = GAME_MSGID_PLAYERMOVED; msgPlayerMoved.pt = g_pPlayerLocal->pt; DPN_BUFFER_DESC bufferDesc; bufferDesc.dwBufferSize = sizeof(GAMEMSG_PLAYERMOVED); bufferDesc.pBufferData = (BYTE*) &msgPlayerMoved; // Send it to all of the players // DirectPlay will tell via the message handler // if there are any severe errors, so ignore any errors DPNHANDLE hAsync; g_pDP->SendTo( DPNID_ALL_PLAYERS_GROUP, &bufferDesc, 1, 0, NULL, &hAsync, DPNSEND_NOLOOPBACK | DPNSEND_GUARANTEED ); return S_OK; } //----------------------------------------------------------------------------- // Name: DisplayPlayersInChat() // Desc: Displays the active players in the listview //----------------------------------------------------------------------------- HRESULT DisplayPlayersInChat( HWND hDlg ) { if( hDlg == NULL ) return S_OK; HRESULT hr; LVITEM lvItem; HWND hListView = GetDlgItem( hDlg, IDC_PEOPLE_LIST ); TCHAR strStatus[32]; TCHAR strNumberPlayers[32]; DWORD dwNumPlayers; APP_PLAYER_INFO* pPlayerInfo = NULL; // Remove all the players and re-add them in the player enum callback ListView_DeleteAllItems( hListView ); do { // Enum all players in the player ID array dwNumPlayers = g_dwPlayersArraySize; hr = g_pDP->EnumPlayersAndGroups( g_pPlayers, &dwNumPlayers, DPNENUM_PLAYERS ); if( SUCCEEDED(hr) ) break; if( hr == DPNERR_BUFFERTOOSMALL ) { // Resize player pointer array g_dwPlayersArraySize += 10; g_pPlayers = (DPNID*) realloc( g_pPlayers, sizeof(DPNID)*g_dwPlayersArraySize ); } } while( hr == DPNERR_BUFFERTOOSMALL ); if( FAILED(hr) ) return DXTRACE_ERR( TEXT("EnumPlayersAndGroups"), hr ); for( DWORD i = 0; iGetPlayerContext( g_pPlayers[i], (LPVOID*) &pPlayerInfo, 0); } while( hr == DPNERR_NOTREADY ); 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 continue; } ZeroMemory( &lvItem, sizeof(lvItem) ); // Add the item, saving the player's name and dpnid in the listview lvItem.mask = LVIF_TEXT | LVIF_PARAM; lvItem.iItem = 0; lvItem.iSubItem = 0; lvItem.pszText = pPlayerInfo->strPlayerName; lvItem.lParam = g_pPlayers[i]; lvItem.cchTextMax = _tcslen( pPlayerInfo->strPlayerName ); int nIndex = ListView_InsertItem( hListView, &lvItem ); if( pPlayerInfo->bHalfDuplex ) { _tcscpy( strStatus, TEXT("Can't talk") ); } else { if( pPlayerInfo->bTalking ) _tcscpy( strStatus, TEXT("Talking") ); else _tcscpy( strStatus, TEXT("Silent") ); } PLAYER_LOCK(); PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed PLAYER_UNLOCK(); // Start the player's status off as silent. lvItem.mask = LVIF_TEXT; lvItem.iItem = nIndex; lvItem.iSubItem = 1; lvItem.pszText = strStatus; lvItem.cchTextMax = _tcslen( strStatus ); ListView_SetItem( hListView, &lvItem ); } wsprintf( strNumberPlayers, TEXT("%d"), dwNumPlayers ); SetDlgItemText( hDlg, IDC_NUM_PLAYERS, strNumberPlayers ); return S_OK; } //----------------------------------------------------------------------------- // Name: UpdateGrid() // Desc: Draws all the dots on dialog's grid bitmap //----------------------------------------------------------------------------- HRESULT UpdateGrid( HWND hDlg ) { HRESULT hr; DWORD dwNumPlayers; APP_PLAYER_INFO* pPlayerInfo = NULL; if( hDlg == NULL ) return S_OK; HWND hWndGrid = GetDlgItem( hDlg, IDC_RENDER_WINDOW ); // Erase and redraw the grid window right now RedrawWindow( hWndGrid, NULL, NULL, RDW_ERASE | RDW_INVALIDATE | RDW_INTERNALPAINT | RDW_UPDATENOW ); HDC hDC = GetDC( hWndGrid ); do { // Enum all players in the player ID array dwNumPlayers = g_dwPlayersArraySize; hr = g_pDP->EnumPlayersAndGroups( g_pPlayers, &dwNumPlayers, DPNENUM_PLAYERS ); if( SUCCEEDED(hr) ) break; if( hr == DPNERR_BUFFERTOOSMALL ) { // Resize player pointer array g_dwPlayersArraySize += 10; g_pPlayers = (DPNID*) realloc( g_pPlayers, g_dwPlayersArraySize ); } } while( hr == DPNERR_BUFFERTOOSMALL ); if( FAILED(hr) ) return DXTRACE_ERR( TEXT("EnumPlayersAndGroups"), hr ); for( DWORD i = 0; iGetPlayerContext( g_pPlayers[i], (LPVOID*) &pPlayerInfo, 0); } while( hr == DPNERR_NOTREADY ); 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 continue; } EnterCriticalSection( &pPlayerInfo->csPlayer ); FLOAT f3DPosX = (FLOAT) ( pPlayerInfo->pt.x - START_POSITION_X ) / 10.0f; FLOAT f3DPosZ = (FLOAT) ( pPlayerInfo->pt.y - START_POSITION_Y ) / 10.0f; if( pPlayerInfo->dpnidPlayer == g_LocalPlayerDPNID ) { DrawDotOnGrid( hWndGrid, hDC, TRUE, pPlayerInfo->pt.x / (float) MAP_WIDTH, pPlayerInfo->pt.y / (float) MAP_HEIGHT ); if( g_pDSListener ) { if( FAILED( hr = g_pDSListener->SetPosition( f3DPosX, 0.0f, f3DPosZ, DS3D_DEFERRED ) ) ) return DXTRACE_ERR( TEXT("SetPosition"), hr ); DXUtil_Trace( TEXT("Setting listener to (%0.1ff,0.0f,%0.1ff)\n"), f3DPosX, f3DPosZ ); } } else { DrawDotOnGrid( hWndGrid, hDC, FALSE, pPlayerInfo->pt.x / (float) MAP_WIDTH, pPlayerInfo->pt.y / (float) MAP_HEIGHT ); if( pPlayerInfo->pDSBVoice ) { if( FAILED( hr = pPlayerInfo->pDSBVoice->SetPosition( f3DPosX, 0.0f, f3DPosZ, DS3D_DEFERRED ) ) ) return DXTRACE_ERR( TEXT("SetPosition"), hr ); DXUtil_Trace( TEXT("Setting player 0x%0.8x to (%0.1ff,0.0f,%0.1ff)\n"), pPlayerInfo->dpnidPlayer, f3DPosX, f3DPosZ ); } } LeaveCriticalSection( &pPlayerInfo->csPlayer ); PLAYER_LOCK(); PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed PLAYER_UNLOCK(); } ReleaseDC( hWndGrid, hDC ); if( g_pDSListener ) g_pDSListener->CommitDeferredSettings(); return S_OK; } //----------------------------------------------------------------------------- // Name: DrawDotOnGrid() // Desc: Draws a dot in the dialog's grid bitmap at the x,y coordinate. //----------------------------------------------------------------------------- VOID DrawDotOnGrid( HWND hWndGrid, HDC hDC, BOOL bLocalDot, FLOAT fPosX, FLOAT fPosY ) { RECT rc; DWORD dwX; DWORD dwY; COLORREF crDotColor; // Convert the world space x,y coordinates to pixel coordinates GetClientRect( hWndGrid, &rc ); dwX = (DWORD) ( fPosX * (rc.left + rc.right - 3 ) ) + 1; dwY = (DWORD) ( fPosY * (rc.top + rc.bottom - 3 ) ) + 1; // Draw a crosshair object in red pixels if( bLocalDot ) crDotColor = 0x0000FFFF; else crDotColor = 0x000000FF; SetPixel( hDC, dwX-1, dwY-1, crDotColor ); SetPixel( hDC, dwX-1, dwY+0, crDotColor ); SetPixel( hDC, dwX-1, dwY+1, crDotColor ); SetPixel( hDC, dwX+0, dwY-1, crDotColor ); SetPixel( hDC, dwX+0, dwY+0, crDotColor ); SetPixel( hDC, dwX+0, dwY+1, crDotColor ); SetPixel( hDC, dwX+1, dwY-1, crDotColor ); SetPixel( hDC, dwX+1, dwY+0, crDotColor ); SetPixel( hDC, dwX+1, dwY+1, crDotColor ); } //----------------------------------------------------------------------------- // Name: DirectPlayMessageHandler // Desc: Handler for DirectPlay messages. This function is called by // the DirectPlay message handler pool of threads, so be care 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 care 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) ); InitializeCriticalSection( &pPlayerInfo->csPlayer ); pPlayerInfo->lRefCount = 1; pPlayerInfo->dpnidPlayer = pCreatePlayerMsg->dpnidPlayer; pPlayerInfo->pt.x = START_POSITION_X; pPlayerInfo->pt.y = START_POSITION_Y; // 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 ); // See if this is the local player if( (pdpPlayerInfo->dwPlayerFlags & DPNPLAYER_LOCAL) != 0 ) { g_pPlayerLocal = pPlayerInfo; g_pPlayerLocal->pt.x = START_POSITION_X; g_pPlayerLocal->pt.y = START_POSITION_Y; g_LocalPlayerDPNID = pCreatePlayerMsg->dpnidPlayer; } } SAFE_DELETE_ARRAY( pdpPlayerInfo ); } // Tell DirectPlay to store this pPlayerInfo // pointer in the pvPlayerContext. pCreatePlayerMsg->pvPlayerContext = pPlayerInfo; // Post a message to the dialog thread to update the // UI. This keeps the DirectPlay message handler // from blocking if( g_hDlg != NULL ) PostMessage( g_hDlg, WM_APP_DISPLAY_PLAYERS, 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 // Post a message to the dialog thread to update the // UI. This keeps the DirectPlay message handler // from blocking if( g_hDlg != NULL ) PostMessage( g_hDlg, WM_APP_DISPLAY_PLAYERS, 0, 0 ); // Post a message to the dialog thread to update the // UI. This keeps the DirectPlay message handler // from blocking if( g_hDlg != NULL ) PostMessage( g_hDlg, WM_APP_UPDATE_GRID, 0, 0 ); break; } case DPN_MSGID_RECEIVE: { PDPNMSG_RECEIVE pReceiveMsg; pReceiveMsg = (PDPNMSG_RECEIVE)pMsgBuffer; GAMEMSG_GENERIC* pMsg = (GAMEMSG_GENERIC*) pReceiveMsg->pReceiveData; if( pMsg->dwType == GAME_MSGID_PLAYERMOVED ) { GAMEMSG_PLAYERMOVED* pPlayerMovedMsg; pPlayerMovedMsg = (GAMEMSG_PLAYERMOVED*) pMsg; APP_PLAYER_INFO* pPlayerInfo = (APP_PLAYER_INFO*) pReceiveMsg->pvPlayerContext; EnterCriticalSection( &pPlayerInfo->csPlayer ); pPlayerInfo->pt = pPlayerMovedMsg->pt; LeaveCriticalSection( &pPlayerInfo->csPlayer ); // Post a message to the dialog thread to update the // UI. This keeps the DirectPlay message handler // from blocking if( g_hDlg != NULL ) PostMessage( g_hDlg, WM_APP_UPDATE_GRID, 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; } } // 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: 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: DirectPlayVoiceClientMessageHandler() // Desc: The callback for DirectPlayVoice client messages. // This handles client messages and updates the UI the whenever a client // starts or stops talking. //----------------------------------------------------------------------------- HRESULT CALLBACK DirectPlayVoiceClientMessageHandler( LPVOID lpvUserContext, DWORD dwMessageType, LPVOID lpMessage ) { // 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 care of thread synchronization problems with shared memory HRESULT hr; HWND hDlg = (HWND) lpvUserContext; switch( dwMessageType ) { case DVMSGID_SESSIONLOST: g_hrDialog = DPNERR_CONNECTIONLOST; EndDialog( g_hDlg, 0 ); break; case DVMSGID_CREATEVOICEPLAYER: { DVMSG_CREATEVOICEPLAYER* pCreateVoicePlayerMsg = (DVMSG_CREATEVOICEPLAYER*) lpMessage; APP_PLAYER_INFO* pPlayerInfo = NULL; PLAYER_LOCK(); // enter player context CS // Get the player context accosicated with this DPNID hr = g_pDP->GetPlayerContext( pCreateVoicePlayerMsg->dvidPlayer, (LPVOID* const) &pPlayerInfo, 0); if( FAILED(hr) || pPlayerInfo == NULL ) { // The player who sent this may have gone away before this // message was handled, so just ignore it PLAYER_UNLOCK(); break; } // Add and keep an extra reference for the voice context value PLAYER_ADDREF( pPlayerInfo ); // addref player, since we are using it now PLAYER_UNLOCK(); // leave player context CS // Update the bHalfDuplex flag pPlayerInfo->bHalfDuplex = ((pCreateVoicePlayerMsg->dwFlags & DVPLAYERCAPS_HALFDUPLEX) != 0); // Create a 3D buffer for all remote clients (but not the local one) if( (DVID) pCreateVoicePlayerMsg->dvidPlayer != g_LocalPlayerDPNID ) { DWORD dwResult = WaitForSingleObject( g_hSoundInit, 5000 ); if( dwResult == WAIT_TIMEOUT ) return E_FAIL; LPDIRECTPLAYVOICECLIENT pVoiceClient = g_pNetVoice->GetVoiceClient(); EnterCriticalSection( &pPlayerInfo->csPlayer ); if( FAILED( hr = pVoiceClient->Create3DSoundBuffer( pCreateVoicePlayerMsg->dvidPlayer, NULL, 0, 0, &pPlayerInfo->pDSBVoice ) ) ) return DXTRACE_ERR( TEXT("Create3DSoundBuffer"), hr ); if( FAILED( hr = pPlayerInfo->pDSBVoice->SetMinDistance( 5.0f, DS3D_DEFERRED ) ) ) return DXTRACE_ERR( TEXT("SetMinDistance"), hr ); if( FAILED( hr = pPlayerInfo->pDSBVoice->SetMaxDistance( 20.0f, DS3D_DEFERRED ) ) ) return DXTRACE_ERR( TEXT("SetMaxDistance"), hr ); FLOAT f3DPosX = (FLOAT) ( pPlayerInfo->pt.x - START_POSITION_X ) / 10.0f; FLOAT f3DPosZ = (FLOAT) ( pPlayerInfo->pt.y - START_POSITION_Y ) / 10.0f; if( FAILED( hr = pPlayerInfo->pDSBVoice->SetPosition( (FLOAT) f3DPosX, 0.0f, f3DPosZ, DS3D_DEFERRED ) ) ) return DXTRACE_ERR( TEXT("SetPosition"), hr ); if( FAILED( hr = pPlayerInfo->pDSBVoice->SetVelocity( 0.0f, 0.0f, 0.0f, DS3D_DEFERRED ) ) ) return DXTRACE_ERR( TEXT("SetVelocity"), hr ); LeaveCriticalSection( &pPlayerInfo->csPlayer ); if( FAILED( hr = g_pDSListener->CommitDeferredSettings() ) ) return DXTRACE_ERR( TEXT("CommitDeferredSettings"), hr ); } pCreateVoicePlayerMsg->pvPlayerContext = pPlayerInfo; // Post a message to the dialog thread to update the // UI. This keeps the DirectPlay message handler // from blocking if( hDlg != NULL ) PostMessage( hDlg, WM_APP_DISPLAY_PLAYERS, 0, 0 ); SendLocalPosition( hDlg ); } break; case DVMSGID_DELETEVOICEPLAYER: { DVMSG_DELETEVOICEPLAYER* pMsg = (DVMSG_DELETEVOICEPLAYER*) lpMessage; APP_PLAYER_INFO* pPlayerInfo = (APP_PLAYER_INFO*) pMsg->pvPlayerContext; EnterCriticalSection( &pPlayerInfo->csPlayer ); // Don't update the dlg if this message is for the local // client since the dlg will be gone. if( pMsg->dvidPlayer != g_LocalPlayerDPNID ) { // Post a message to the dialog thread to update the // UI. This keeps the DirectPlay message handler // from blocking if( hDlg != NULL ) PostMessage( hDlg, WM_APP_DISPLAY_PLAYERS, 0, 0 ); // Post a message to the dialog thread to update the // UI. This keeps the DirectPlay message handler // from blocking if( hDlg != NULL ) PostMessage( hDlg, WM_APP_UPDATE_GRID, 0, 0 ); LPDIRECTPLAYVOICECLIENT pVoiceClient = g_pNetVoice->GetVoiceClient(); if( FAILED( hr = pVoiceClient->Delete3DSoundBuffer( pPlayerInfo->dpnidPlayer, &pPlayerInfo->pDSBVoice ) ) ) DXTRACE_ERR( TEXT("Delete3DSoundBuffer"), hr ); } LeaveCriticalSection( &pPlayerInfo->csPlayer ); // Release our extra reference on the player info that we have for the voice // context value. // PLAYER_LOCK(); PLAYER_RELEASE( pPlayerInfo ); PLAYER_UNLOCK(); break; } case DVMSGID_HOSTMIGRATED: { DVMSG_HOSTMIGRATED* pMsg = (DVMSG_HOSTMIGRATED*) lpMessage; if( pMsg->pdvServerInterface != NULL ) { // If we keep the pMsg->pdvServerInterface pointer around, then // we must AddRef() it. The CNetVoice::HostMigrate() automatically // does this for us. g_pNetVoice->HostMigrate( pMsg->pdvServerInterface ); g_bHostPlayer = TRUE; SetWindowText( hDlg, TEXT("VoicePosition (Session Host)") ); } break; } case DVMSGID_GAINFOCUS: case DVMSGID_LOSTFOCUS: { TCHAR strWindowName[MAX_PATH]; wsprintf( strWindowName, TEXT("%s%s%s"), g_strAppName, (g_bHostPlayer) ? TEXT(" (Session Host)") : TEXT(""), (dwMessageType == DVMSGID_LOSTFOCUS) ? TEXT(" (Focus Lost)") : TEXT("") ); SetWindowText( hDlg, strWindowName ); break; } case DVMSGID_RECORDSTART: { DVMSG_RECORDSTART* pMsg = (DVMSG_RECORDSTART*) lpMessage; SetPlayerTalking( (APP_PLAYER_INFO*) pMsg->pvLocalPlayerContext, TRUE ); break; } case DVMSGID_RECORDSTOP: { DVMSG_RECORDSTOP* pMsg = (DVMSG_RECORDSTOP*) lpMessage; SetPlayerTalking( (APP_PLAYER_INFO*) pMsg->pvLocalPlayerContext, FALSE ); break; } case DVMSGID_PLAYERVOICESTART: { DVMSG_PLAYERVOICESTART* pMsg = (DVMSG_PLAYERVOICESTART*) lpMessage; SetPlayerTalking( (APP_PLAYER_INFO*) pMsg->pvPlayerContext, TRUE ); break; } case DVMSGID_PLAYERVOICESTOP: { DVMSG_PLAYERVOICESTOP* pMsg = (DVMSG_PLAYERVOICESTOP*) lpMessage; SetPlayerTalking( (APP_PLAYER_INFO*) pMsg->pvPlayerContext, FALSE ); break; } } return S_OK; } //----------------------------------------------------------------------------- // Name: SetPlayerTalking() // Desc: Set player talking flag //----------------------------------------------------------------------------- void SetPlayerTalking( APP_PLAYER_INFO* pPlayerInfo, BOOL bTalking ) { if( pPlayerInfo ) pPlayerInfo->bTalking = bTalking; } //----------------------------------------------------------------------------- // Name: VoiceConfigDlgProc() // Desc: Prompt the user for DirectPlayVoice setup options //----------------------------------------------------------------------------- INT_PTR CALLBACK VoiceConfigDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam ) { DWORD dwSliderPos; switch( msg ) { case WM_INITDIALOG: // Set the range on the sliders SendDlgItemMessage( hDlg, IDC_PLAYBACK_SLIDER, TBM_SETRANGE, FALSE, MAKELONG( 0, 100 ) ); SendDlgItemMessage( hDlg, IDC_RECORD_SLIDER, TBM_SETRANGE, FALSE, MAKELONG( 0, 100 ) ); SendDlgItemMessage( hDlg, IDC_QUALITY_SLIDER, TBM_SETRANGE, FALSE, MAKELONG( DVBUFFERQUALITY_MIN, DVBUFFERQUALITY_MAX ) ); SendDlgItemMessage( hDlg, IDC_THRESHOLD_SLIDER, TBM_SETRANGE, FALSE, MAKELONG( DVTHRESHOLD_MIN, DVTHRESHOLD_MAX ) ); SendDlgItemMessage( hDlg, IDC_AGGRESSIVENESS_SLIDER, TBM_SETRANGE, FALSE, MAKELONG( DVBUFFERAGGRESSIVENESS_MIN, DVBUFFERAGGRESSIVENESS_MAX ) ); // Setup the dialog based on the globals // Set the playback controls if( g_dvClientConfig.lPlaybackVolume == DVPLAYBACKVOLUME_DEFAULT ) { CheckRadioButton( hDlg, IDC_PLAYBACK_DEFAULT, IDC_PLAYBACK_SET, IDC_PLAYBACK_DEFAULT ); } else { dwSliderPos = (DWORD) ( ( g_dvClientConfig.lPlaybackVolume - DSBVOLUME_MIN ) * 100.0f / (DSBVOLUME_MAX-DSBVOLUME_MIN) ); CheckRadioButton( hDlg, IDC_PLAYBACK_DEFAULT, IDC_PLAYBACK_SET, IDC_PLAYBACK_SET ); SendDlgItemMessage( hDlg, IDC_PLAYBACK_SLIDER, TBM_SETPOS, TRUE, dwSliderPos ); } // Set the record controls if( g_dvClientConfig.dwFlags & DVCLIENTCONFIG_AUTORECORDVOLUME ) { CheckRadioButton( hDlg, IDC_RECORD_DEFAULT, IDC_RECORD_AUTO, IDC_RECORD_AUTO ); } else if( g_dvClientConfig.lRecordVolume == DVPLAYBACKVOLUME_DEFAULT ) { CheckRadioButton( hDlg, IDC_RECORD_DEFAULT, IDC_RECORD_AUTO, IDC_RECORD_DEFAULT ); } else { dwSliderPos = (DWORD) ( ( g_dvClientConfig.lRecordVolume - DSBVOLUME_MIN ) * 100.0f / (DSBVOLUME_MAX-DSBVOLUME_MIN) ); CheckRadioButton( hDlg, IDC_RECORD_DEFAULT, IDC_RECORD_AUTO, IDC_RECORD_SET ); SendDlgItemMessage( hDlg, IDC_RECORD_SLIDER, TBM_SETPOS, TRUE, dwSliderPos ); } // Set the threshold controls if( g_dvClientConfig.dwFlags & DVCLIENTCONFIG_AUTOVOICEACTIVATED ) { CheckRadioButton( hDlg, IDC_THRESHOLD_DEFAULT, IDC_THRESHOLD_AUTO, IDC_THRESHOLD_AUTO ); } else if( g_dvClientConfig.dwThreshold == DVTHRESHOLD_DEFAULT ) { CheckRadioButton( hDlg, IDC_THRESHOLD_DEFAULT, IDC_THRESHOLD_AUTO, IDC_THRESHOLD_DEFAULT ); } else { CheckRadioButton( hDlg, IDC_THRESHOLD_DEFAULT, IDC_THRESHOLD_AUTO, IDC_THRESHOLD_SET ); SendDlgItemMessage( hDlg, IDC_THRESHOLD_SLIDER, TBM_SETPOS, TRUE, g_dvClientConfig.dwThreshold ); } // Set the quality controls if( g_dvClientConfig.dwBufferQuality == DVBUFFERQUALITY_DEFAULT ) { CheckRadioButton( hDlg, IDC_QUALITY_DEFAULT, IDC_QUALITY_SET, IDC_QUALITY_DEFAULT ); } else { CheckRadioButton( hDlg, IDC_QUALITY_DEFAULT, IDC_QUALITY_SET, IDC_QUALITY_SET ); SendDlgItemMessage( hDlg, IDC_QUALITY_SLIDER, TBM_SETPOS, TRUE, g_dvClientConfig.dwBufferQuality ); } // Set the aggressiveness controls if( g_dvClientConfig.dwBufferAggressiveness == DVBUFFERAGGRESSIVENESS_DEFAULT ) { CheckRadioButton( hDlg, IDC_AGGRESSIVENESS_DEFAULT, IDC_AGGRESSIVENESS_SET, IDC_AGGRESSIVENESS_DEFAULT ); } else { CheckRadioButton( hDlg, IDC_AGGRESSIVENESS_DEFAULT, IDC_AGGRESSIVENESS_SET, IDC_AGGRESSIVENESS_SET ); SendDlgItemMessage( hDlg, IDC_AGGRESSIVENESS_SLIDER, TBM_SETPOS, TRUE, g_dvClientConfig.dwBufferAggressiveness ); } if( !g_bHostPlayer || g_bVoiceSessionInProgress ) { // We are are not the host player then disable all the server only options EnableWindow( GetDlgItem( hDlg, IDC_COMPRESSION_COMBO ), FALSE ); EnableWindow( GetDlgItem( hDlg, IDC_SESSIONCOMPRESION_GROUP ), FALSE ); } else { VoiceConfigEnumCompressionCodecs( hDlg ); EnableWindow( GetDlgItem( hDlg, IDCANCEL ), FALSE ); } return TRUE; case WM_NOTIFY: #ifndef NM_RELEASEDCAPTURE #define NM_RELEASEDCAPTURE (NM_FIRST-16) #endif if( ((LPNMHDR) lParam)->code == NM_RELEASEDCAPTURE ) { // If this is a release capture from a slider, then automatically check // its 'Set' radio button. switch( ((LPNMHDR) lParam)->idFrom ) { case IDC_PLAYBACK_SLIDER: CheckRadioButton( hDlg, IDC_PLAYBACK_DEFAULT, IDC_PLAYBACK_SET, IDC_PLAYBACK_SET ); break; case IDC_RECORD_SLIDER: CheckRadioButton( hDlg, IDC_RECORD_DEFAULT, IDC_RECORD_AUTO, IDC_RECORD_SET ); break; case IDC_THRESHOLD_SLIDER: CheckRadioButton( hDlg, IDC_THRESHOLD_DEFAULT, IDC_THRESHOLD_AUTO, IDC_THRESHOLD_SET ); break; case IDC_QUALITY_SLIDER: CheckRadioButton( hDlg, IDC_QUALITY_DEFAULT, IDC_QUALITY_SET, IDC_QUALITY_SET ); break; case IDC_AGGRESSIVENESS_SLIDER: CheckRadioButton( hDlg, IDC_AGGRESSIVENESS_DEFAULT, IDC_AGGRESSIVENESS_SET, IDC_AGGRESSIVENESS_SET ); break; } } return TRUE; case WM_COMMAND: switch( LOWORD(wParam) ) { case IDOK: VoiceConfigDlgOnOK( hDlg ); return TRUE; case IDCANCEL: EndDialog( hDlg, IDCANCEL ); return TRUE; } break; case WM_DESTROY: { GUID* pGuid; int nCount = (int)SendDlgItemMessage( hDlg, IDC_COMPRESSION_COMBO, CB_GETCOUNT, 0, 0 ); for( int i=0; iGetCompressionTypes( 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: VoiceConfigDlgOnOK() // Desc: Figure out all the DirectPlayVoice setup params from the dialog box, // and store them in global vars. //----------------------------------------------------------------------------- VOID VoiceConfigDlgOnOK( HWND hDlg ) { DWORD dwSliderPos; g_dvClientConfig.dwFlags = 0; // Figure out the playback params if( IsDlgButtonChecked( hDlg, IDC_PLAYBACK_DEFAULT ) ) { g_dvClientConfig.lPlaybackVolume = DVPLAYBACKVOLUME_DEFAULT; } else { dwSliderPos = (DWORD)SendDlgItemMessage( hDlg, IDC_PLAYBACK_SLIDER, TBM_GETPOS, 0, 0 ); g_dvClientConfig.lPlaybackVolume = DSBVOLUME_MIN + (LONG) ( dwSliderPos / 100.0f * (DSBVOLUME_MAX-DSBVOLUME_MIN) ); } // Figure out the record params if( IsDlgButtonChecked( hDlg, IDC_RECORD_AUTO ) ) { g_dvClientConfig.lRecordVolume = 0; g_dvClientConfig.dwFlags |= DVCLIENTCONFIG_AUTORECORDVOLUME; } else if( IsDlgButtonChecked( hDlg, IDC_RECORD_DEFAULT ) ) { g_dvClientConfig.lRecordVolume = DVPLAYBACKVOLUME_DEFAULT; } else { dwSliderPos = (DWORD)SendDlgItemMessage( hDlg, IDC_RECORD_SLIDER, TBM_GETPOS, 0, 0 ); g_dvClientConfig.lRecordVolume = DSBVOLUME_MIN + (LONG) ( dwSliderPos / 100.0f * (DSBVOLUME_MAX-DSBVOLUME_MIN) ); } // Figure out the threshold params if( IsDlgButtonChecked( hDlg, IDC_THRESHOLD_AUTO ) ) { g_dvClientConfig.dwThreshold = DVTHRESHOLD_UNUSED; g_dvClientConfig.dwFlags |= DVCLIENTCONFIG_AUTOVOICEACTIVATED; } else if( IsDlgButtonChecked( hDlg, IDC_THRESHOLD_DEFAULT ) ) { g_dvClientConfig.dwThreshold = DVTHRESHOLD_DEFAULT; g_dvClientConfig.dwFlags |= DVCLIENTCONFIG_MANUALVOICEACTIVATED; } else { dwSliderPos = (DWORD)SendDlgItemMessage( hDlg, IDC_THRESHOLD_SLIDER, TBM_GETPOS, 0, 0 ); g_dvClientConfig.dwThreshold = dwSliderPos; g_dvClientConfig.dwFlags |= DVCLIENTCONFIG_MANUALVOICEACTIVATED; } // Figure out the quality params if( IsDlgButtonChecked( hDlg, IDC_QUALITY_DEFAULT ) ) { g_dvClientConfig.dwBufferQuality = DVBUFFERQUALITY_DEFAULT; } else { dwSliderPos = (DWORD)SendDlgItemMessage( hDlg, IDC_QUALITY_SLIDER, TBM_GETPOS, 0, 0 ); g_dvClientConfig.dwBufferQuality = dwSliderPos; } // Figure out the aggressiveness params if( IsDlgButtonChecked( hDlg, IDC_AGGRESSIVENESS_DEFAULT ) ) { g_dvClientConfig.dwBufferAggressiveness = DVBUFFERAGGRESSIVENESS_DEFAULT; } else { dwSliderPos = (DWORD)SendDlgItemMessage( hDlg, IDC_AGGRESSIVENESS_SLIDER, TBM_GETPOS, 0, 0 ); g_dvClientConfig.dwBufferAggressiveness = dwSliderPos; } if( g_bHostPlayer ) { // Figure out the compression codec LONG lCurSelection; LPGUID pGuidCT; lCurSelection = (LONG)SendDlgItemMessage( hDlg, IDC_COMPRESSION_COMBO, CB_GETCURSEL, 0, 0 ); if( lCurSelection != CB_ERR ) { pGuidCT = (LPGUID) SendDlgItemMessage( hDlg, IDC_COMPRESSION_COMBO, CB_GETITEMDATA, lCurSelection, 0 ); if( pGuidCT != NULL ) g_guidDVSessionCT = (*pGuidCT); } } EndDialog( hDlg, IDOK ); }