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>
773 lines
30 KiB
C++
773 lines
30 KiB
C++
//----------------------------------------------------------------------------
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// File: ChatPeer.cpp
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//
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// Desc: The main game file for the ChatPeer sample. It connects
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// players together with two dialog boxes to prompt users on the
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// connection settings to join or create a session. After the user
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// connects to a sesssion, the sample displays a multiplayer stage.
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//
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// After a new game has started the sample begins a very simplistic
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// chat session where users can send text to each other.
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//
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// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <windows.h>
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#include <basetsd.h>
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#include <richedit.h>
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#include <dplay8.h>
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#include <dplobby8.h>
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#include <dxerr8.h>
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#include "NetConnect.h"
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#include "DXUtil.h"
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#include "resource.h"
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//-----------------------------------------------------------------------------
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// Player context locking defines
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//-----------------------------------------------------------------------------
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CRITICAL_SECTION g_csPlayerContext;
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#define PLAYER_LOCK() EnterCriticalSection( &g_csPlayerContext );
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#define PLAYER_ADDREF( pPlayerInfo ) if( pPlayerInfo ) pPlayerInfo->lRefCount++;
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#define PLAYER_RELEASE( pPlayerInfo ) if( pPlayerInfo ) { pPlayerInfo->lRefCount--; if( pPlayerInfo->lRefCount <= 0 ) SAFE_DELETE( pPlayerInfo ); } pPlayerInfo = NULL;
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#define PLAYER_UNLOCK() LeaveCriticalSection( &g_csPlayerContext );
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//-----------------------------------------------------------------------------
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// Defines, and constants
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//-----------------------------------------------------------------------------
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#define DPLAY_SAMPLE_KEY TEXT("Software\\Microsoft\\DirectX DirectPlay Samples")
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#define MAX_PLAYER_NAME 14
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#define MAX_CHAT_STRINGS 50
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#define MAX_CHAT_STRING_LENGTH 508
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#define WM_APP_UPDATE_STATS (WM_APP + 0)
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#define WM_APP_CHAT (WM_APP + 1)
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// This GUID allows DirectPlay to find other instances of the same game on
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// the network. So it must be unique for every game, and the same for
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// every instance of that game. // {876A3036-FFD7-46bc-9209-B42F617B9BE7}
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GUID g_guidApp = { 0x876a3036, 0xffd7, 0x46bc, { 0x92, 0x9, 0xb4, 0x2f, 0x61, 0x7b, 0x9b, 0xe7 } };
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struct APP_PLAYER_INFO
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{
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LONG lRefCount; // Ref count so we can cleanup when all threads
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// are done w/ this object
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DPNID dpnidPlayer; // DPNID of player
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TCHAR strPlayerName[MAX_PLAYER_NAME]; // Player name
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};
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//-----------------------------------------------------------------------------
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// Global variables
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//-----------------------------------------------------------------------------
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IDirectPlay8Peer* g_pDP = NULL; // DirectPlay peer object
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CNetConnectWizard* g_pNetConnectWizard = NULL; // Connection wizard
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IDirectPlay8LobbiedApplication* g_pLobbiedApp = NULL; // DirectPlay lobbied app
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BOOL g_bWasLobbyLaunched = FALSE; // TRUE if lobby launched
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HINSTANCE g_hInst = NULL; // HINST of app
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HWND g_hDlg = NULL; // HWND of main dialog
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DPNID g_dpnidLocalPlayer = 0; // DPNID of local player
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LONG g_lNumberOfActivePlayers = 0; // Number of players currently in game
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TCHAR g_strAppName[256] = TEXT("ChatPeer");
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HRESULT g_hrDialog; // Exit code for app
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TCHAR g_strLocalPlayerName[MAX_PATH]; // Local player name
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TCHAR g_strSessionName[MAX_PATH]; // Session name
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TCHAR g_strPreferredProvider[MAX_PATH]; // Provider string
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//-----------------------------------------------------------------------------
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// App specific DirectPlay messages and structures
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//-----------------------------------------------------------------------------
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#define GAME_MSGID_CHAT 1
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// Change compiler pack alignment to be BYTE aligned, and pop the current value
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#pragma pack( push, 1 )
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struct GAMEMSG_GENERIC
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{
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BYTE nType;
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};
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struct GAMEMSG_CHAT : public GAMEMSG_GENERIC
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{
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TCHAR strChatString[MAX_CHAT_STRING_LENGTH];
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};
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// Pop the old pack alignment
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#pragma pack( pop )
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struct APP_QUEUED_DATA
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{
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GAMEMSG_CHAT* pChatMsg;
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DPNHANDLE hBufferHandle;
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};
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//-----------------------------------------------------------------------------
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// Function-prototypes
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//-----------------------------------------------------------------------------
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HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
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HRESULT WINAPI DirectPlayLobbyMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
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INT_PTR CALLBACK ChatDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
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HRESULT InitDirectPlay();
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HRESULT OnInitDialog( HWND hDlg );
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HRESULT SendChatMessage( HWND hDlg );
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: Entry point for the application. Since we use a simple dialog for
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// user interaction we don't need to pump messages.
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//-----------------------------------------------------------------------------
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INT APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst,
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LPSTR pCmdLine, INT nCmdShow )
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{
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HRESULT hr;
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HKEY hDPlaySampleRegKey;
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BOOL bConnectSuccess = FALSE;
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g_hInst = hInst;
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InitializeCriticalSection( &g_csPlayerContext );
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// Read persistent state information from registry
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RegCreateKeyEx( HKEY_CURRENT_USER, DPLAY_SAMPLE_KEY, 0, NULL,
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REG_OPTION_NON_VOLATILE, KEY_ALL_ACCESS, NULL,
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&hDPlaySampleRegKey, NULL );
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DXUtil_ReadStringRegKey( hDPlaySampleRegKey, TEXT("Player Name"),
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g_strLocalPlayerName, MAX_PATH, TEXT("TestPlayer") );
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DXUtil_ReadStringRegKey( hDPlaySampleRegKey, TEXT("Session Name"),
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g_strSessionName, MAX_PATH, TEXT("TestGame") );
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DXUtil_ReadStringRegKey( hDPlaySampleRegKey, TEXT("Preferred Provider"),
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g_strPreferredProvider, MAX_PATH, TEXT("DirectPlay8 TCP/IP Service Provider") );
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// Init COM so we can use CoCreateInstance
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CoInitializeEx( NULL, COINIT_MULTITHREADED );
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// Create helper class
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g_pNetConnectWizard = new CNetConnectWizard( hInst, NULL, g_strAppName, &g_guidApp );
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if( FAILED( hr = InitDirectPlay() ) )
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{
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DXTRACE_ERR( TEXT("InitDirectPlay"), hr );
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MessageBox( NULL, TEXT("Failed initializing IDirectPlay8Peer. ")
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TEXT("The sample will now quit."),
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TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
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goto LCleanup;
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}
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// Check if we were launched from a lobby client
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if( g_bWasLobbyLaunched && g_pNetConnectWizard->HaveConnectionSettingsFromLobby() )
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{
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// If were lobby launched then DPL_MSGID_CONNECT has already been
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// handled, so we can just tell the wizard to connect to the lobby
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// that has sent us a DPL_MSGID_CONNECT msg.
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if( FAILED( hr = g_pNetConnectWizard->ConnectUsingLobbySettings() ) )
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{
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DXTRACE_ERR( TEXT("ConnectUsingLobbySettings"), hr );
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MessageBox( NULL, TEXT("Failed to connect using lobby settings. ")
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TEXT("The sample will now quit."),
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TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
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bConnectSuccess = FALSE;
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}
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else
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{
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// Read information from g_pNetConnectWizard
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_tcscpy( g_strLocalPlayerName, g_pNetConnectWizard->GetPlayerName() );
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bConnectSuccess = TRUE;
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}
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}
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else
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{
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// If not lobby launched, prompt the user about the network
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// connection and which session they would like to join or
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// if they want to create a new one.
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// Setup connection wizard
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g_pNetConnectWizard->SetPlayerName( g_strLocalPlayerName );
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g_pNetConnectWizard->SetSessionName( g_strSessionName );
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g_pNetConnectWizard->SetPreferredProvider( g_strPreferredProvider );
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// Do the connection wizard
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hr = g_pNetConnectWizard->DoConnectWizard( FALSE );
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if( FAILED( hr ) )
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{
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DXTRACE_ERR( TEXT("DoConnectWizard"), hr );
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MessageBox( NULL, TEXT("Multiplayer connect failed. ")
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TEXT("The sample will now quit."),
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TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
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bConnectSuccess = FALSE;
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}
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else if( hr == NCW_S_QUIT )
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{
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// The user canceled the Multiplayer connect, so quit
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bConnectSuccess = FALSE;
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}
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else
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{
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bConnectSuccess = TRUE;
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// Read information from g_pNetConnectWizard
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_tcscpy( g_strLocalPlayerName, g_pNetConnectWizard->GetPlayerName() );
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_tcscpy( g_strSessionName, g_pNetConnectWizard->GetSessionName() );
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_tcscpy( g_strPreferredProvider, g_pNetConnectWizard->GetPreferredProvider() );
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// Write information to the registry
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DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Player Name"), g_strLocalPlayerName );
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DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Session Name"), g_strSessionName );
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DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Preferred Provider"), g_strPreferredProvider );
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}
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}
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if( bConnectSuccess )
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{
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// App is now connected via DirectPlay, so start the game.
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// For this sample, we just start a simple dialog box game.
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g_hrDialog = S_OK;
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DialogBox( hInst, MAKEINTRESOURCE(IDD_MAIN_GAME), NULL, (DLGPROC) ChatDlgProc );
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if( FAILED( g_hrDialog ) )
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{
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if( g_hrDialog == DPNERR_CONNECTIONLOST )
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{
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MessageBox( NULL, TEXT("The DirectPlay session was lost. ")
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TEXT("The sample will now quit."),
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TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
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}
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else
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{
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DXTRACE_ERR( TEXT("DialogBox"), g_hrDialog );
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MessageBox( NULL, TEXT("An error occured during the game. ")
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TEXT("The sample will now quit."),
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TEXT("DirectPlay Sample"), MB_OK | MB_ICONERROR );
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}
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}
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}
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LCleanup:
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// Cleanup DirectPlay and helper classes
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g_pNetConnectWizard->Shutdown();
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if( g_pDP )
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{
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g_pDP->Close(0);
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SAFE_RELEASE( g_pDP );
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}
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if( g_pLobbiedApp )
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{
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g_pLobbiedApp->Close( 0 );
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SAFE_RELEASE( g_pLobbiedApp );
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}
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// Don't delete the wizard until we know that
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// DirectPlay is out of its message handlers.
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// This will be true after Close() has been called.
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SAFE_DELETE( g_pNetConnectWizard );
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RegCloseKey( hDPlaySampleRegKey );
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DeleteCriticalSection( &g_csPlayerContext );
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CoUninitialize();
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return TRUE;
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}
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//-----------------------------------------------------------------------------
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// Name: InitDirectPlay()
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// Desc:
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//-----------------------------------------------------------------------------
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HRESULT InitDirectPlay()
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{
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DPNHANDLE hLobbyLaunchedConnection = NULL;
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HRESULT hr;
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// Create IDirectPlay8Peer
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if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8Peer, NULL,
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CLSCTX_INPROC_SERVER,
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IID_IDirectPlay8Peer,
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(LPVOID*) &g_pDP ) ) )
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return DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
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// Create IDirectPlay8LobbiedApplication
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if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8LobbiedApplication, NULL,
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CLSCTX_INPROC_SERVER,
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IID_IDirectPlay8LobbiedApplication,
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(LPVOID*) &g_pLobbiedApp ) ) )
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return DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
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// Init the helper class, now that g_pDP and g_pLobbiedApp are valid
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g_pNetConnectWizard->Init( g_pDP, g_pLobbiedApp );
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// Init IDirectPlay8Peer
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if( FAILED( hr = g_pDP->Initialize( NULL, DirectPlayMessageHandler, 0 ) ) )
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return DXTRACE_ERR( TEXT("Initialize"), hr );
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// Init IDirectPlay8LobbiedApplication. Before this Initialize() returns
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// a DPL_MSGID_CONNECT msg may come in to the DirectPlayLobbyMessageHandler
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// so be prepared ahead of time.
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if( FAILED( hr = g_pLobbiedApp->Initialize( NULL, DirectPlayLobbyMessageHandler,
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&hLobbyLaunchedConnection, 0 ) ) )
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return DXTRACE_ERR( TEXT("Initialize"), hr );
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// IDirectPlay8LobbiedApplication::Initialize returns a handle to a connnection
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// if we have been lobby launced. Initialize is guanteeded to return after
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// the DPL_MSGID_CONNECT msg has been processed. So unless a we are expected
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// multiple lobby connections, we do not need to remember the lobby connection
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// handle since it will be recorded upon the DPL_MSGID_CONNECT msg.
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g_bWasLobbyLaunched = ( hLobbyLaunchedConnection != NULL );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: ChatDlgProc()
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// Desc: Handles dialog messages
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//-----------------------------------------------------------------------------
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INT_PTR CALLBACK ChatDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam )
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{
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switch( msg )
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{
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case WM_INITDIALOG:
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{
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g_hDlg = hDlg;
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if( FAILED( g_hrDialog = OnInitDialog( hDlg ) ) )
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{
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DXTRACE_ERR( TEXT("OnInitDialog"), g_hrDialog );
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EndDialog( hDlg, 0 );
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}
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break;
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}
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case WM_APP_UPDATE_STATS:
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{
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// Update the number of players in the game
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TCHAR strNumberPlayers[32];
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wsprintf( strNumberPlayers, TEXT("%d"), g_lNumberOfActivePlayers );
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SetDlgItemText( hDlg, IDC_NUM_PLAYERS, strNumberPlayers );
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break;
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}
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case WM_APP_CHAT:
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{
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HRESULT hr;
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DPNID dpnidPlayer = (DPNID) wParam;
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APP_PLAYER_INFO* pPlayerInfo = NULL;
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PLAYER_LOCK(); // enter player context CS
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// Get the player context accosicated with this DPNID
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hr = g_pDP->GetPlayerContext( dpnidPlayer,
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(LPVOID* const) &pPlayerInfo,
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0);
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PLAYER_ADDREF( pPlayerInfo ); // addref player, since we are using it now
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PLAYER_UNLOCK(); // leave player context CS
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APP_QUEUED_DATA* pQueuedData = (APP_QUEUED_DATA*) lParam;
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if( FAILED(hr) || pPlayerInfo == NULL )
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{
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// The player who sent this may have gone away before this
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// message was handled, so just ignore it
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if( pQueuedData )
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{
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g_pDP->ReturnBuffer( pQueuedData->hBufferHandle,0 );
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SAFE_DELETE( pQueuedData );
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}
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break;
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}
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// Add the message to the local listbox
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HWND hWndChatBox = GetDlgItem( hDlg, IDC_CHAT_LISTBOX );
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int nCount = (int)SendMessage( hWndChatBox, LB_GETCOUNT, 0, 0 );
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if( nCount > MAX_CHAT_STRINGS )
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SendMessage( hWndChatBox, LB_DELETESTRING, 0, 0 );
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// Make the chat string from the player's name and the edit box string
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TCHAR strChatBuffer[MAX_PLAYER_NAME + MAX_CHAT_STRING_LENGTH + 32];
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wsprintf( strChatBuffer, TEXT("<%s> %s"), pPlayerInfo->strPlayerName, pQueuedData->pChatMsg->strChatString );
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PLAYER_LOCK(); // enter player context CS
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PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
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PLAYER_UNLOCK(); // leave player context CS
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// Add it, and make sure it is visible
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int nIndex = (int)SendMessage( hWndChatBox, LB_ADDSTRING, 0, (LPARAM)strChatBuffer );
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SendMessage( hWndChatBox, LB_SETTOPINDEX, nIndex, 0 );
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// Done with the buffer, so return it DirectPlay,
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// so that the memory can be reused
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g_pDP->ReturnBuffer( pQueuedData->hBufferHandle,0 );
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SAFE_DELETE( pQueuedData );
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break;
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}
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case WM_COMMAND:
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switch( LOWORD(wParam) )
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{
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case IDC_CHAT_EDIT:
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if( HIWORD(wParam) == EN_UPDATE )
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{
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BOOL bEnableSend;
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if( 0 == GetWindowTextLength( GetDlgItem( hDlg, IDC_CHAT_EDIT ) ) )
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bEnableSend = FALSE;
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else
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bEnableSend = TRUE;
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EnableWindow( GetDlgItem( hDlg, IDC_SEND ), bEnableSend );
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}
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break;
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case IDC_SEND:
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// The enter key was pressed, so send out the chat message
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if( FAILED( g_hrDialog = SendChatMessage( hDlg ) ) )
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{
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DXTRACE_ERR( TEXT("SendChatMessage"), g_hrDialog );
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EndDialog( hDlg, 0 );
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}
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break;
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case IDCANCEL:
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g_hrDialog = S_OK;
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EndDialog( hDlg, 0 );
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return TRUE;
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}
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break;
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}
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return FALSE; // Didn't handle message
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}
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//-----------------------------------------------------------------------------
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// Name: OnInitDialog()
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// Desc: Inits the dialog for the chat client.
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//-----------------------------------------------------------------------------
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HRESULT OnInitDialog( HWND hDlg )
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{
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// Load and set the icon
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HICON hIcon = LoadIcon( g_hInst, MAKEINTRESOURCE( IDI_MAIN ) );
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SendMessage( hDlg, WM_SETICON, ICON_BIG, (LPARAM) hIcon ); // Set big icon
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SendMessage( hDlg, WM_SETICON, ICON_SMALL, (LPARAM) hIcon ); // Set small icon
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// Display local player's name
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SetDlgItemText( hDlg, IDC_PLAYER_NAME, g_strLocalPlayerName );
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PostMessage( hDlg, WM_APP_UPDATE_STATS, 0, 0 );
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SetFocus( GetDlgItem( hDlg, IDC_CHAT_EDIT ) );
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SendMessage( GetDlgItem( hDlg, IDC_CHAT_EDIT ), EM_SETEVENTMASK, 0, ENM_UPDATE );
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EnableWindow( GetDlgItem( hDlg, IDC_SEND ), FALSE );
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if( g_pNetConnectWizard->IsHostPlayer() )
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SetWindowText( hDlg, TEXT("ChatPeer (Host)") );
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else
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SetWindowText( hDlg, TEXT("ChatPeer") );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: DirectPlayMessageHandler
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// Desc: Handler for DirectPlay messages. This function is called by
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// the DirectPlay message handler pool of threads, so be care of thread
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// synchronization problems with shared memory
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//-----------------------------------------------------------------------------
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HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext,
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DWORD dwMessageId,
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PVOID pMsgBuffer )
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{
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// Try not to stay in this message handler for too long, otherwise
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// there will be a backlog of data. The best solution is to
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// queue data as it comes in, and then handle it on other threads
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// as this sample shows
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// This function is called by the DirectPlay message handler pool of
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// threads, so be care of thread synchronization problems with shared memory
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HRESULT hReturn = S_OK;
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switch( dwMessageId )
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{
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case DPN_MSGID_CREATE_PLAYER:
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{
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HRESULT hr;
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PDPNMSG_CREATE_PLAYER pCreatePlayerMsg;
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pCreatePlayerMsg = (PDPNMSG_CREATE_PLAYER)pMsgBuffer;
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// Create a new and fill in a APP_PLAYER_INFO
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APP_PLAYER_INFO* pPlayerInfo = new APP_PLAYER_INFO;
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ZeroMemory( pPlayerInfo, sizeof(APP_PLAYER_INFO) );
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pPlayerInfo->dpnidPlayer = pCreatePlayerMsg->dpnidPlayer;
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pPlayerInfo->lRefCount = 1;
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// Get the peer info and extract its name
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DWORD dwSize = 0;
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DPN_PLAYER_INFO* pdpPlayerInfo = NULL;
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hr = DPNERR_CONNECTING;
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// GetPeerInfo might return DPNERR_CONNECTING when connecting,
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// so just keep calling it if it does
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while( hr == DPNERR_CONNECTING )
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hr = g_pDP->GetPeerInfo( pCreatePlayerMsg->dpnidPlayer, pdpPlayerInfo, &dwSize, 0 );
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if( hr == DPNERR_BUFFERTOOSMALL )
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{
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pdpPlayerInfo = (DPN_PLAYER_INFO*) new BYTE[ dwSize ];
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ZeroMemory( pdpPlayerInfo, dwSize );
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pdpPlayerInfo->dwSize = sizeof(DPN_PLAYER_INFO);
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hr = g_pDP->GetPeerInfo( pCreatePlayerMsg->dpnidPlayer, pdpPlayerInfo, &dwSize, 0 );
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if( SUCCEEDED(hr) )
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{
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// This stores a extra TCHAR copy of the player name for
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// easier access. This will be redundent copy since DPlay
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// also keeps a copy of the player name in GetPeerInfo()
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DXUtil_ConvertWideStringToGeneric( pPlayerInfo->strPlayerName,
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pdpPlayerInfo->pwszName, MAX_PLAYER_NAME );
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if( pdpPlayerInfo->dwPlayerFlags & DPNPLAYER_LOCAL )
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g_dpnidLocalPlayer = pCreatePlayerMsg->dpnidPlayer;
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}
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SAFE_DELETE_ARRAY( pdpPlayerInfo );
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}
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// Tell DirectPlay to store this pPlayerInfo
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// pointer in the pvPlayerContext.
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pCreatePlayerMsg->pvPlayerContext = pPlayerInfo;
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// Update the number of active players, and
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// post a message to the dialog thread to update the
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// UI. This keeps the DirectPlay message handler
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// from blocking
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InterlockedIncrement( &g_lNumberOfActivePlayers );
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if( g_hDlg != NULL )
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PostMessage( g_hDlg, WM_APP_UPDATE_STATS, 0, 0 );
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break;
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}
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case DPN_MSGID_DESTROY_PLAYER:
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{
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PDPNMSG_DESTROY_PLAYER pDestroyPlayerMsg;
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pDestroyPlayerMsg = (PDPNMSG_DESTROY_PLAYER)pMsgBuffer;
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APP_PLAYER_INFO* pPlayerInfo = (APP_PLAYER_INFO*) pDestroyPlayerMsg->pvPlayerContext;
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PLAYER_LOCK(); // enter player context CS
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PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
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PLAYER_UNLOCK(); // leave player context CS
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// Update the number of active players, and
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// post a message to the dialog thread to update the
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// UI. This keeps the DirectPlay message handler
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// from blocking
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InterlockedDecrement( &g_lNumberOfActivePlayers );
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if( g_hDlg != NULL )
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PostMessage( g_hDlg, WM_APP_UPDATE_STATS, 0, 0 );
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break;
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}
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case DPN_MSGID_HOST_MIGRATE:
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{
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PDPNMSG_HOST_MIGRATE pHostMigrateMsg;
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pHostMigrateMsg = (PDPNMSG_HOST_MIGRATE)pMsgBuffer;
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if( pHostMigrateMsg->dpnidNewHost == g_dpnidLocalPlayer )
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SetWindowText( g_hDlg, TEXT("ChatPeer (Host)") );
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break;
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}
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case DPN_MSGID_TERMINATE_SESSION:
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{
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PDPNMSG_TERMINATE_SESSION pTerminateSessionMsg;
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pTerminateSessionMsg = (PDPNMSG_TERMINATE_SESSION)pMsgBuffer;
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g_hrDialog = DPNERR_CONNECTIONLOST;
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EndDialog( g_hDlg, 0 );
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break;
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}
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case DPN_MSGID_RECEIVE:
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{
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PDPNMSG_RECEIVE pReceiveMsg;
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pReceiveMsg = (PDPNMSG_RECEIVE)pMsgBuffer;
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APP_PLAYER_INFO* pPlayerInfo = (APP_PLAYER_INFO*) pReceiveMsg->pvPlayerContext;
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if( NULL == pPlayerInfo )
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break;
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GAMEMSG_GENERIC* pMsg = (GAMEMSG_GENERIC*) pReceiveMsg->pReceiveData;
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if( pMsg->nType == GAME_MSGID_CHAT )
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{
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// This message is sent when a player has send a chat message to us, so
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// post a message to the dialog thread to update the UI.
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// This keeps the DirectPlay threads from blocking, and also
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// serializes the recieves since DirectPlayMessageHandler can
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// be called simultaneously from a pool of DirectPlay threads.
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GAMEMSG_CHAT* pChatMessage = (GAMEMSG_CHAT*) pMsg;
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// Record the buffer handle so the buffer can be returned later
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APP_QUEUED_DATA* pQueuedData = new APP_QUEUED_DATA;
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pQueuedData->hBufferHandle = pReceiveMsg->hBufferHandle;
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pQueuedData->pChatMsg = pChatMessage;
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// Pass the APP_QUEUED_DATA to the main dialog thread, so it can
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// process it. It will also cleanup the struct
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PostMessage( g_hDlg, WM_APP_CHAT,
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pPlayerInfo->dpnidPlayer, (LPARAM) pQueuedData );
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// Tell DirectPlay to assume that ownership of the buffer
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// has been transferred to the application, and so it will
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// neither free nor modify it until ownership is returned
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// to DirectPlay through the ReturnBuffer() call.
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hReturn = DPNSUCCESS_PENDING;
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}
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break;
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}
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}
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// Make sure the DirectPlay MessageHandler calls the CNetConnectWizard handler,
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// so it can be informed of messages such as DPN_MSGID_ENUM_HOSTS_RESPONSE.
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if( hReturn != DPNSUCCESS_PENDING && SUCCEEDED(hReturn) && g_pNetConnectWizard )
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hReturn = g_pNetConnectWizard->MessageHandler( pvUserContext, dwMessageId, pMsgBuffer );
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return hReturn;
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}
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//-----------------------------------------------------------------------------
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// Name: DirectPlayLobbyMessageHandler
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// Desc: Handler for DirectPlay lobby messages. This function is called by
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// the DirectPlay lobby message handler pool of threads, so be careful of
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// thread synchronization problems with shared memory
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//-----------------------------------------------------------------------------
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HRESULT WINAPI DirectPlayLobbyMessageHandler( PVOID pvUserContext,
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DWORD dwMessageId,
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PVOID pMsgBuffer )
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{
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switch( dwMessageId )
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{
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case DPL_MSGID_CONNECT:
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{
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PDPL_MESSAGE_CONNECT pConnectMsg;
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pConnectMsg = (PDPL_MESSAGE_CONNECT)pMsgBuffer;
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// The CNetConnectWizard will handle this message for us,
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// so there is nothing we need to do here for this simple
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// sample.
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break;
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}
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case DPL_MSGID_DISCONNECT:
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{
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PDPL_MESSAGE_DISCONNECT pDisconnectMsg;
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pDisconnectMsg = (PDPL_MESSAGE_DISCONNECT)pMsgBuffer;
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// We should free any data associated with the lobby
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// client here, but there is none.
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break;
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}
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case DPL_MSGID_RECEIVE:
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{
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PDPL_MESSAGE_RECEIVE pReceiveMsg;
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pReceiveMsg = (PDPL_MESSAGE_RECEIVE)pMsgBuffer;
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// The lobby client sent us data. This sample doesn't
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// expected data from the client, but it is useful
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// for more complex apps.
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break;
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}
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case DPL_MSGID_CONNECTION_SETTINGS:
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{
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PDPL_MESSAGE_CONNECTION_SETTINGS pConnectionStatusMsg;
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pConnectionStatusMsg = (PDPL_MESSAGE_CONNECTION_SETTINGS)pMsgBuffer;
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// The lobby client has changed the connection settings.
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// This simple sample doesn't handle this, but more complex apps may
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// want to.
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break;
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}
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}
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// Make sure the DirectPlay MessageHandler calls the CNetConnectWizard handler,
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// so the wizard can be informed of lobby messages such as DPL_MSGID_CONNECT
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if( g_pNetConnectWizard )
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return g_pNetConnectWizard->LobbyMessageHandler( pvUserContext, dwMessageId,
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pMsgBuffer );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: SendChatMessage()
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// Desc: Create chat string based on the editbox and send it to everyone
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//-----------------------------------------------------------------------------
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HRESULT SendChatMessage( HWND hDlg )
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{
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// Get length of item text
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DWORD dwEditboxBufferSize = (DWORD)SendDlgItemMessage( hDlg, IDC_CHAT_EDIT,
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WM_GETTEXTLENGTH, 0, 0 );
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if( dwEditboxBufferSize == 0 )
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return S_OK; // Don't do anything for blank messages
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GAMEMSG_CHAT msgChat;
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msgChat.nType = GAME_MSGID_CHAT;
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GetDlgItemText( hDlg, IDC_CHAT_EDIT, msgChat.strChatString, MAX_CHAT_STRING_LENGTH );
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// Set the dwBufferSize to only send the string that has valid text in it.
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// Otherwise bandwidth is wasted.
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DPN_BUFFER_DESC bufferDesc;
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bufferDesc.dwBufferSize = sizeof(msgChat.nType) +
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(_tcslen(msgChat.strChatString)+1)*sizeof(TCHAR);
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bufferDesc.pBufferData = (BYTE*) &msgChat;
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// Send it to all of the players include the local client
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// DirectPlay will tell via the message handler
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// if there are any severe errors, so ignore any errors
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DPNHANDLE hAsync;
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g_pDP->SendTo( DPNID_ALL_PLAYERS_GROUP, &bufferDesc, 1,
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0, NULL, &hAsync, DPNSEND_GUARANTEED );
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// Blank out edit box
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SetDlgItemText( hDlg, IDC_CHAT_EDIT, TEXT("") );
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return S_OK;
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}
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