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>
741 lines
28 KiB
C++
741 lines
28 KiB
C++
//----------------------------------------------------------------------------
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// File: SimpleClient.cpp
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//
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// Desc: The SimpleClientServer sample is a simple client/server application.
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//
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// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <windows.h>
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#include <basetsd.h>
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#include <dplay8.h>
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#include <dpaddr.h>
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#include <dplobby8.h>
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#include <dxerr8.h>
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#include <tchar.h>
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#include "DXUtil.h"
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#include "SimpleClientServer.h"
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#include "NetClient.h"
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#include "resource.h"
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//-----------------------------------------------------------------------------
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// player struct 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 ) DestoryPlayerStruct( 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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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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APP_PLAYER_INFO* pNext;
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APP_PLAYER_INFO* pPrev;
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};
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//-----------------------------------------------------------------------------
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// Global variables
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//-----------------------------------------------------------------------------
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IDirectPlay8Client* g_pDPClient = NULL; // DirectPlay peer object
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CNetClientWizard* g_pNetClientWizard = 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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LONG g_lNumberOfActivePlayers = 0; // Number of players currently in game
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DPNID g_dpnidLocalPlayer = 0;
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APP_PLAYER_INFO g_playerHead;
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TCHAR g_strAppName[256] = TEXT("SimpleClient");
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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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//-----------------------------------------------------------------------------
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// Function-prototypes
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//-----------------------------------------------------------------------------
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HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
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HRESULT WINAPI DirectPlayLobbyMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
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INT_PTR CALLBACK GreetingDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
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HRESULT InitDirectPlay();
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HRESULT WaveToAllPlayers();
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VOID AppendTextToEditControl( HWND hDlg, TCHAR* strNewLogLine );
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HRESULT GetPlayerStruct( DPNID dpnidPlayer, APP_PLAYER_INFO** ppPlayerInfo );
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VOID DestoryPlayerStruct( APP_PLAYER_INFO* pPlayerInfo );
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VOID AddPlayerStruct( APP_PLAYER_INFO* pPlayerInfo );
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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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ZeroMemory( &g_playerHead, sizeof(APP_PLAYER_INFO) );
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g_playerHead.pNext = &g_playerHead;
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g_playerHead.pPrev = &g_playerHead;
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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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// 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_pNetClientWizard = new CNetClientWizard( hInst, 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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g_strAppName, MB_OK | MB_ICONERROR );
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return FALSE;
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}
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// If we were launched from a lobby client, then we may have connection settings
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// that we can use to connect to the host. If not, then we'll need to prompt
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// the user to detrimine how to connect.
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if( g_bWasLobbyLaunched && g_pNetClientWizard->HaveConnectionSettingsFromLobby() )
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{
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// If were lobby launched then the DPL_MSGID_CONNECT has already been
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// handled, and since the lobby client also sent us connection settings
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// we can use them to either host or join a DirectPlay session.
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if( FAILED( hr = g_pNetClientWizard->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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g_strAppName, 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_pNetClientWizard
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_tcscpy( g_strLocalPlayerName, g_pNetClientWizard->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_pNetClientWizard->SetPlayerName( g_strLocalPlayerName );
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// Start a connection wizard. The wizard uses GDI dialog boxes.
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// More complex games can use this as a starting point and add a
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// fancier graphics layer such as Direct3D.
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hr = g_pNetClientWizard->DoConnectWizard();
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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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g_strAppName, 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_pNetClientWizard
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_tcscpy( g_strLocalPlayerName, g_pNetClientWizard->GetPlayerName() );
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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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}
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}
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if( bConnectSuccess )
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{
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// App is now connected via DirectPlay, so start the game.
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// For this sample, we just start a simple dialog box game.
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g_hrDialog = S_OK;
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DialogBox( hInst, MAKEINTRESOURCE(IDD_MAIN_GAME), NULL,
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(DLGPROC) GreetingDlgProc );
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if( FAILED( g_hrDialog ) )
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{
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if( g_hrDialog == DPNERR_CONNECTIONLOST )
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{
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MessageBox( NULL, TEXT("The DirectPlay session was lost. ")
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TEXT("The sample will now quit."),
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g_strAppName, 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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g_strAppName, MB_OK | MB_ICONERROR );
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}
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}
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}
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// Cleanup DirectPlay and helper classes
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if( g_pDPClient )
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{
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g_pDPClient->Close(0);
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SAFE_RELEASE( g_pDPClient );
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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_pNetClientWizard );
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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 IDirectPlay8Client
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if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8Client, NULL,
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CLSCTX_INPROC_SERVER,
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IID_IDirectPlay8Client,
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(LPVOID*) &g_pDPClient ) ) )
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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_pNetClientWizard->Init( g_pDPClient, g_pLobbiedApp );
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// Init IDirectPlay8Client
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if( FAILED( hr = g_pDPClient->Initialize( NULL, DirectPlayMessageHandler, 0 ) ) )
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return DXTRACE_ERR( TEXT("Initialize"), hr );
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// Init IDirectPlay8LobbiedApplication. Before this Initialize() returns
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// a DPL_MSGID_CONNECT msg may come in to the DirectPlayLobbyMessageHandler
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// so be prepared ahead of time.
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if( FAILED( hr = g_pLobbiedApp->Initialize( NULL, DirectPlayLobbyMessageHandler,
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&hLobbyLaunchedConnection, 0 ) ) )
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return DXTRACE_ERR( TEXT("Initialize"), hr );
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// IDirectPlay8LobbiedApplication::Initialize returns a handle to a connnection
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// if we have been lobby launced. Initialize is guanteeded to return after
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// the DPL_MSGID_CONNECT msg has been processed. So unless a we are expected
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// multiple lobby connections, we do not need to remember the lobby connection
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// handle since it will be recorded upon the DPL_MSGID_CONNECT msg.
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g_bWasLobbyLaunched = ( hLobbyLaunchedConnection != NULL );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: GreetingDlgProc()
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// Desc: Handles dialog messages
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//-----------------------------------------------------------------------------
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INT_PTR CALLBACK GreetingDlgProc( HWND hDlg, UINT msg,
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WPARAM wParam, LPARAM lParam )
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{
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switch( msg )
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{
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case WM_INITDIALOG:
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{
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g_hDlg = hDlg;
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// Load and set the icon
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HICON hIcon = LoadIcon( g_hInst, MAKEINTRESOURCE( IDI_MAIN ) );
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SendMessage( hDlg, WM_SETICON, ICON_BIG, (LPARAM) hIcon ); // Set big icon
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SendMessage( hDlg, WM_SETICON, ICON_SMALL, (LPARAM) hIcon ); // Set small icon
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SetWindowText( hDlg, g_strAppName );
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// Display local player's name
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SetDlgItemText( hDlg, IDC_PLAYER_NAME, g_strLocalPlayerName );
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PostMessage( hDlg, WM_APP_UPDATE_STATS, 0, 0 );
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break;
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}
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case WM_APP_UPDATE_STATS:
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{
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// Update the number of players in the game
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TCHAR strNumberPlayers[32];
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wsprintf( strNumberPlayers, TEXT("%d"), g_lNumberOfActivePlayers );
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SetDlgItemText( hDlg, IDC_NUM_PLAYERS, strNumberPlayers );
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break;
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}
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case WM_APP_DISPLAY_WAVE:
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{
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HRESULT hr;
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DPNID dpnidPlayer = (DWORD)wParam;
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APP_PLAYER_INFO* pPlayerInfo = NULL;
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// Get the player struct accosicated with this DPNID
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PLAYER_LOCK(); // enter player struct CS
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hr = GetPlayerStruct( dpnidPlayer, &pPlayerInfo );
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PLAYER_UNLOCK(); // leave player struct CS
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if( FAILED(hr) || pPlayerInfo == NULL )
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{
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// The player who sent this may have gone away before this
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// message was handled, so just ignore it
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break;
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}
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// Make wave message and display it.
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TCHAR szWaveMessage[MAX_PATH];
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wsprintf( szWaveMessage, TEXT("%s just waved at you, %s!\r\n"),
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pPlayerInfo->strPlayerName, g_strLocalPlayerName );
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PLAYER_LOCK();
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PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
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PLAYER_UNLOCK();
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AppendTextToEditControl( hDlg, szWaveMessage );
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break;
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}
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case WM_COMMAND:
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{
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switch( LOWORD(wParam) )
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{
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case IDC_WAVE:
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if( FAILED( g_hrDialog = WaveToAllPlayers() ) )
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{
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DXTRACE_ERR( TEXT("WaveToAllPlayers"), g_hrDialog );
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EndDialog( hDlg, 0 );
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}
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return TRUE;
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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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}
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return FALSE; // Didn't handle message
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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 careful of thread
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// synchronization problems with shared memory
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//-----------------------------------------------------------------------------
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HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext,
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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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// This function is called by the DirectPlay message handler pool of
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// threads, so be careful of thread synchronization problems with shared memory
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switch( dwMessageId )
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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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HRESULT hr;
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PDPNMSG_RECEIVE pReceiveMsg;
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pReceiveMsg = (PDPNMSG_RECEIVE)pMsgBuffer;
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GAMEMSG_GENERIC* pMsg = (GAMEMSG_GENERIC*) pReceiveMsg->pReceiveData;
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switch( pMsg->dwType )
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{
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case GAME_MSGID_SET_ID:
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{
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// The host is tell us the DPNID for this client
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GAMEMSG_SET_ID* pSetIDMsg;
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pSetIDMsg = (GAMEMSG_SET_ID*)pReceiveMsg->pReceiveData;
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g_dpnidLocalPlayer = pSetIDMsg->dpnidPlayer;
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break;
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}
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case GAME_MSGID_CREATE_PLAYER:
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{
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// The host is telling us about a new player
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GAMEMSG_CREATE_PLAYER* pCreatePlayerMsg;
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pCreatePlayerMsg = (GAMEMSG_CREATE_PLAYER*)pReceiveMsg->pReceiveData;
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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->lRefCount = 1;
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pPlayerInfo->dpnidPlayer = pCreatePlayerMsg->dpnidPlayer;
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_tcscpy( pPlayerInfo->strPlayerName, pCreatePlayerMsg->strPlayerName );
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PLAYER_LOCK(); // enter player struct CS
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AddPlayerStruct( pPlayerInfo );
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PLAYER_UNLOCK(); // leave player struct 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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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 GAME_MSGID_DESTROY_PLAYER:
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{
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// The host is telling us about a player that's been destroyed
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APP_PLAYER_INFO* pPlayerInfo = NULL;
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GAMEMSG_DESTROY_PLAYER* pDestroyPlayerMsg;
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pDestroyPlayerMsg = (GAMEMSG_DESTROY_PLAYER*)pReceiveMsg->pReceiveData;
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// Get the player struct accosicated with this DPNID
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PLAYER_LOCK(); // enter player struct CS
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hr = GetPlayerStruct( pDestroyPlayerMsg->dpnidPlayer, &pPlayerInfo );
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PLAYER_UNLOCK(); // leave player struct CS
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if( FAILED(hr) || pPlayerInfo == NULL )
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{
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// The player who sent this may have gone away before this
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// message was handled, so just ignore it
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break;
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}
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// Release the player struct
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PLAYER_LOCK(); // enter player struct CS
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PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
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PLAYER_UNLOCK(); // leave player struct 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 GAME_MSGID_WAVE:
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{
|
|
// The host is telling us that someone waved to this client
|
|
APP_PLAYER_INFO* pPlayerInfo = NULL;
|
|
GAMEMSG_WAVE* pWaveMsg;
|
|
pWaveMsg = (GAMEMSG_WAVE*)pReceiveMsg->pReceiveData;
|
|
|
|
// Ignore wave messages set by the local player
|
|
if( pWaveMsg->dpnidPlayer == g_dpnidLocalPlayer )
|
|
break;
|
|
|
|
// Get the player struct accosicated with this DPNID
|
|
PLAYER_LOCK(); // enter player struct CS
|
|
hr = GetPlayerStruct( pWaveMsg->dpnidPlayer, &pPlayerInfo );
|
|
PLAYER_ADDREF( pPlayerInfo ); // addref player, since we are using it now
|
|
PLAYER_UNLOCK(); // leave player struct CS
|
|
|
|
if( FAILED(hr) || pPlayerInfo == NULL )
|
|
{
|
|
// The player who sent this may have gone away before this
|
|
// message was handled, so just ignore it
|
|
break;
|
|
}
|
|
|
|
// This message is sent when a player has waved to us, so
|
|
// post a message to the dialog thread to update the UI.
|
|
// This keeps the DirectPlay threads from blocking, and also
|
|
// serializes the recieves since DirectPlayMessageHandler can
|
|
// be called simultaneously from a pool of DirectPlay threads.
|
|
PostMessage( g_hDlg, WM_APP_DISPLAY_WAVE, pPlayerInfo->dpnidPlayer, 0 );
|
|
break;
|
|
};
|
|
}
|
|
|
|
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_pNetClientWizard )
|
|
g_pNetClientWizard->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_pNetClientWizard )
|
|
return g_pNetClientWizard->LobbyMessageHandler( pvUserContext, dwMessageId,
|
|
pMsgBuffer );
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: WaveToAllPlayers()
|
|
// Desc: Send a app-defined "wave" DirectPlay message to all connected players
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT WaveToAllPlayers()
|
|
{
|
|
// This is called by the dialog UI thread. This will send a message to all
|
|
// the players or inform the player that there is no one to wave at.
|
|
if( g_lNumberOfActivePlayers == 1 )
|
|
{
|
|
MessageBox( NULL, TEXT("No one is around to wave at! :("),
|
|
TEXT("SimpleClient"), MB_OK );
|
|
}
|
|
else
|
|
{
|
|
// Send a message to all of the players
|
|
GAMEMSG_GENERIC msgWave;
|
|
msgWave.dwType = GAME_MSGID_WAVE;
|
|
|
|
DPN_BUFFER_DESC bufferDesc;
|
|
bufferDesc.dwBufferSize = sizeof(GAMEMSG_GENERIC);
|
|
bufferDesc.pBufferData = (BYTE*) &msgWave;
|
|
|
|
DPNHANDLE hAsync;
|
|
// DirectPlay will tell via the message handler
|
|
// if there are any severe errors, so ignore any errors
|
|
g_pDPClient->Send( &bufferDesc, 1, 0, NULL, &hAsync, DPNSEND_GUARANTEED );
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: AppendTextToEditControl()
|
|
// Desc: Appends a string of text to the edit control
|
|
//-----------------------------------------------------------------------------
|
|
VOID AppendTextToEditControl( HWND hDlg, TCHAR* strNewLogLine )
|
|
{
|
|
static TCHAR strText[1024*10];
|
|
|
|
HWND hEdit = GetDlgItem( hDlg, IDC_LOG_EDIT );
|
|
SendMessage( hEdit, WM_SETREDRAW, FALSE, 0 );
|
|
GetWindowText( hEdit, strText, 1024*9 );
|
|
|
|
_tcscat( strText, strNewLogLine );
|
|
|
|
int nSecondLine = 0;
|
|
if( SendMessage( hEdit, EM_GETLINECOUNT, 0, 0 ) > 9 )
|
|
nSecondLine = (int)SendMessage( hEdit, EM_LINEINDEX, 1, 0 );
|
|
|
|
SetWindowText( hEdit, &strText[nSecondLine] );
|
|
|
|
SendMessage( hEdit, WM_SETREDRAW, TRUE, 0 );
|
|
InvalidateRect( hEdit, NULL, TRUE );
|
|
UpdateWindow( hEdit );
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: AddPlayerStruct()
|
|
// Desc: Add pPlayerInfo to the circular linked list, g_playerHead
|
|
//-----------------------------------------------------------------------------
|
|
VOID AddPlayerStruct( APP_PLAYER_INFO* pPlayerInfo )
|
|
{
|
|
pPlayerInfo->pNext = g_playerHead.pNext;
|
|
pPlayerInfo->pPrev = &g_playerHead;
|
|
|
|
g_playerHead.pNext->pPrev = pPlayerInfo;
|
|
g_playerHead.pNext = pPlayerInfo;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: DestoryPlayerStruct()
|
|
// Desc: Remove pPlayerInfo from the circular linked list, g_playerHead
|
|
//-----------------------------------------------------------------------------
|
|
VOID DestoryPlayerStruct( APP_PLAYER_INFO* pPlayerInfo )
|
|
{
|
|
pPlayerInfo->pNext->pPrev = pPlayerInfo->pPrev;
|
|
pPlayerInfo->pPrev->pNext = pPlayerInfo->pNext;
|
|
|
|
SAFE_DELETE( pPlayerInfo );
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: GetPlayerStruct()
|
|
// Desc: Searchs the circular linked list, g_playerHead, for dpnidPlayer
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT GetPlayerStruct( DPNID dpnidPlayer, APP_PLAYER_INFO** ppPlayerInfo )
|
|
{
|
|
if( ppPlayerInfo == NULL )
|
|
return E_FAIL;
|
|
|
|
APP_PLAYER_INFO* pCurPlayer = g_playerHead.pNext;
|
|
|
|
*ppPlayerInfo = NULL;
|
|
while ( pCurPlayer != &g_playerHead )
|
|
{
|
|
if( pCurPlayer->dpnidPlayer == dpnidPlayer )
|
|
{
|
|
*ppPlayerInfo = pCurPlayer;
|
|
return S_OK;
|
|
}
|
|
|
|
pCurPlayer = pCurPlayer->pNext;
|
|
}
|
|
|
|
// Not found.
|
|
return E_FAIL;
|
|
}
|
|
|
|
|