Files
Client/Library/dxx8/samples/Multimedia/DirectPlay/SimpleClientServer/SimpleClient/simpleclient.cpp
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

741 lines
28 KiB
C++

//----------------------------------------------------------------------------
// File: SimpleClient.cpp
//
// Desc: The SimpleClientServer sample is a simple client/server application.
//
// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <basetsd.h>
#include <dplay8.h>
#include <dpaddr.h>
#include <dplobby8.h>
#include <dxerr8.h>
#include <tchar.h>
#include "DXUtil.h"
#include "SimpleClientServer.h"
#include "NetClient.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// player struct locking defines
//-----------------------------------------------------------------------------
CRITICAL_SECTION g_csPlayerContext;
#define PLAYER_LOCK() EnterCriticalSection( &g_csPlayerContext );
#define PLAYER_ADDREF( pPlayerInfo ) if( pPlayerInfo ) pPlayerInfo->lRefCount++;
#define PLAYER_RELEASE( pPlayerInfo ) if( pPlayerInfo ) { pPlayerInfo->lRefCount--; if( pPlayerInfo->lRefCount <= 0 ) DestoryPlayerStruct( pPlayerInfo ); } pPlayerInfo = NULL;
#define PLAYER_UNLOCK() LeaveCriticalSection( &g_csPlayerContext );
//-----------------------------------------------------------------------------
// Defines, and constants
//-----------------------------------------------------------------------------
struct APP_PLAYER_INFO
{
LONG lRefCount; // Ref count so we can cleanup when all threads
// are done w/ this object
DPNID dpnidPlayer; // DPNID of player
TCHAR strPlayerName[MAX_PLAYER_NAME]; // Player name
APP_PLAYER_INFO* pNext;
APP_PLAYER_INFO* pPrev;
};
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
IDirectPlay8Client* g_pDPClient = NULL; // DirectPlay peer object
CNetClientWizard* g_pNetClientWizard = NULL; // Connection wizard
IDirectPlay8LobbiedApplication* g_pLobbiedApp = NULL; // DirectPlay lobbied app
BOOL g_bWasLobbyLaunched = FALSE; // TRUE if lobby launched
HINSTANCE g_hInst = NULL; // HINST of app
HWND g_hDlg = NULL; // HWND of main dialog
LONG g_lNumberOfActivePlayers = 0; // Number of players currently in game
DPNID g_dpnidLocalPlayer = 0;
APP_PLAYER_INFO g_playerHead;
TCHAR g_strAppName[256] = TEXT("SimpleClient");
HRESULT g_hrDialog; // Exit code for app
TCHAR g_strLocalPlayerName[MAX_PATH]; // Local player name
//-----------------------------------------------------------------------------
// Function-prototypes
//-----------------------------------------------------------------------------
HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
HRESULT WINAPI DirectPlayLobbyMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
INT_PTR CALLBACK GreetingDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
HRESULT InitDirectPlay();
HRESULT WaveToAllPlayers();
VOID AppendTextToEditControl( HWND hDlg, TCHAR* strNewLogLine );
HRESULT GetPlayerStruct( DPNID dpnidPlayer, APP_PLAYER_INFO** ppPlayerInfo );
VOID DestoryPlayerStruct( APP_PLAYER_INFO* pPlayerInfo );
VOID AddPlayerStruct( APP_PLAYER_INFO* pPlayerInfo );
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point for the application. Since we use a simple dialog for
// user interaction we don't need to pump messages.
//-----------------------------------------------------------------------------
INT APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst,
LPSTR pCmdLine, INT nCmdShow )
{
HRESULT hr;
HKEY hDPlaySampleRegKey;
BOOL bConnectSuccess = FALSE;
ZeroMemory( &g_playerHead, sizeof(APP_PLAYER_INFO) );
g_playerHead.pNext = &g_playerHead;
g_playerHead.pPrev = &g_playerHead;
g_hInst = hInst;
InitializeCriticalSection( &g_csPlayerContext );
// Read persistent state information from registry
RegCreateKeyEx( HKEY_CURRENT_USER, DPLAY_SAMPLE_KEY, 0, NULL,
REG_OPTION_NON_VOLATILE, KEY_ALL_ACCESS, NULL,
&hDPlaySampleRegKey, NULL );
DXUtil_ReadStringRegKey( hDPlaySampleRegKey, TEXT("Player Name"),
g_strLocalPlayerName, MAX_PATH, TEXT("TestPlayer") );
// Init COM so we can use CoCreateInstance
CoInitializeEx( NULL, COINIT_MULTITHREADED );
// Create helper class
g_pNetClientWizard = new CNetClientWizard( hInst, g_strAppName, &g_guidApp );
if( FAILED( hr = InitDirectPlay() ) )
{
DXTRACE_ERR( TEXT("InitDirectPlay"), hr );
MessageBox( NULL, TEXT("Failed initializing IDirectPlay8Peer. ")
TEXT("The sample will now quit."),
g_strAppName, MB_OK | MB_ICONERROR );
return FALSE;
}
// If we were launched from a lobby client, then we may have connection settings
// that we can use to connect to the host. If not, then we'll need to prompt
// the user to detrimine how to connect.
if( g_bWasLobbyLaunched && g_pNetClientWizard->HaveConnectionSettingsFromLobby() )
{
// If were lobby launched then the DPL_MSGID_CONNECT has already been
// handled, and since the lobby client also sent us connection settings
// we can use them to either host or join a DirectPlay session.
if( FAILED( hr = g_pNetClientWizard->ConnectUsingLobbySettings() ) )
{
DXTRACE_ERR( TEXT("ConnectUsingLobbySettings"), hr );
MessageBox( NULL, TEXT("Failed to connect using lobby settings. ")
TEXT("The sample will now quit."),
g_strAppName, MB_OK | MB_ICONERROR );
bConnectSuccess = FALSE;
}
else
{
// Read information from g_pNetClientWizard
_tcscpy( g_strLocalPlayerName, g_pNetClientWizard->GetPlayerName() );
bConnectSuccess = TRUE;
}
}
else
{
// If not lobby launched, prompt the user about the network
// connection and which session they would like to join or
// if they want to create a new one.
// Setup connection wizard
g_pNetClientWizard->SetPlayerName( g_strLocalPlayerName );
// Start a connection wizard. The wizard uses GDI dialog boxes.
// More complex games can use this as a starting point and add a
// fancier graphics layer such as Direct3D.
hr = g_pNetClientWizard->DoConnectWizard();
if( FAILED( hr ) )
{
DXTRACE_ERR( TEXT("DoConnectWizard"), hr );
MessageBox( NULL, TEXT("Multiplayer connect failed. ")
TEXT("The sample will now quit."),
g_strAppName, MB_OK | MB_ICONERROR );
bConnectSuccess = FALSE;
}
else if( hr == NCW_S_QUIT )
{
// The user canceled the Multiplayer connect, so quit
bConnectSuccess = FALSE;
}
else
{
bConnectSuccess = TRUE;
// Read information from g_pNetClientWizard
_tcscpy( g_strLocalPlayerName, g_pNetClientWizard->GetPlayerName() );
// Write information to the registry
DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Player Name"), g_strLocalPlayerName );
}
}
if( bConnectSuccess )
{
// App is now connected via DirectPlay, so start the game.
// For this sample, we just start a simple dialog box game.
g_hrDialog = S_OK;
DialogBox( hInst, MAKEINTRESOURCE(IDD_MAIN_GAME), NULL,
(DLGPROC) GreetingDlgProc );
if( FAILED( g_hrDialog ) )
{
if( g_hrDialog == DPNERR_CONNECTIONLOST )
{
MessageBox( NULL, TEXT("The DirectPlay session was lost. ")
TEXT("The sample will now quit."),
g_strAppName, MB_OK | MB_ICONERROR );
}
else
{
DXTRACE_ERR( TEXT("DialogBox"), g_hrDialog );
MessageBox( NULL, TEXT("An error occured during the game. ")
TEXT("The sample will now quit."),
g_strAppName, MB_OK | MB_ICONERROR );
}
}
}
// Cleanup DirectPlay and helper classes
if( g_pDPClient )
{
g_pDPClient->Close(0);
SAFE_RELEASE( g_pDPClient );
}
if( g_pLobbiedApp )
{
g_pLobbiedApp->Close( 0 );
SAFE_RELEASE( g_pLobbiedApp );
}
// Don't delete the wizard until we know that
// DirectPlay is out of its message handlers.
// This will be true after Close() has been called.
SAFE_DELETE( g_pNetClientWizard );
RegCloseKey( hDPlaySampleRegKey );
DeleteCriticalSection( &g_csPlayerContext );
CoUninitialize();
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: InitDirectPlay()
// Desc:
//-----------------------------------------------------------------------------
HRESULT InitDirectPlay()
{
DPNHANDLE hLobbyLaunchedConnection = NULL;
HRESULT hr;
// Create IDirectPlay8Client
if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8Client, NULL,
CLSCTX_INPROC_SERVER,
IID_IDirectPlay8Client,
(LPVOID*) &g_pDPClient ) ) )
return DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
// Create IDirectPlay8LobbiedApplication
if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8LobbiedApplication, NULL,
CLSCTX_INPROC_SERVER,
IID_IDirectPlay8LobbiedApplication,
(LPVOID*) &g_pLobbiedApp ) ) )
return DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
// Init the helper class, now that g_pDP and g_pLobbiedApp are valid
g_pNetClientWizard->Init( g_pDPClient, g_pLobbiedApp );
// Init IDirectPlay8Client
if( FAILED( hr = g_pDPClient->Initialize( NULL, DirectPlayMessageHandler, 0 ) ) )
return DXTRACE_ERR( TEXT("Initialize"), hr );
// Init IDirectPlay8LobbiedApplication. Before this Initialize() returns
// a DPL_MSGID_CONNECT msg may come in to the DirectPlayLobbyMessageHandler
// so be prepared ahead of time.
if( FAILED( hr = g_pLobbiedApp->Initialize( NULL, DirectPlayLobbyMessageHandler,
&hLobbyLaunchedConnection, 0 ) ) )
return DXTRACE_ERR( TEXT("Initialize"), hr );
// IDirectPlay8LobbiedApplication::Initialize returns a handle to a connnection
// if we have been lobby launced. Initialize is guanteeded to return after
// the DPL_MSGID_CONNECT msg has been processed. So unless a we are expected
// multiple lobby connections, we do not need to remember the lobby connection
// handle since it will be recorded upon the DPL_MSGID_CONNECT msg.
g_bWasLobbyLaunched = ( hLobbyLaunchedConnection != NULL );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: GreetingDlgProc()
// Desc: Handles dialog messages
//-----------------------------------------------------------------------------
INT_PTR CALLBACK GreetingDlgProc( HWND hDlg, UINT msg,
WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_INITDIALOG:
{
g_hDlg = hDlg;
// Load and set the icon
HICON hIcon = LoadIcon( g_hInst, MAKEINTRESOURCE( IDI_MAIN ) );
SendMessage( hDlg, WM_SETICON, ICON_BIG, (LPARAM) hIcon ); // Set big icon
SendMessage( hDlg, WM_SETICON, ICON_SMALL, (LPARAM) hIcon ); // Set small icon
SetWindowText( hDlg, g_strAppName );
// Display local player's name
SetDlgItemText( hDlg, IDC_PLAYER_NAME, g_strLocalPlayerName );
PostMessage( hDlg, WM_APP_UPDATE_STATS, 0, 0 );
break;
}
case WM_APP_UPDATE_STATS:
{
// Update the number of players in the game
TCHAR strNumberPlayers[32];
wsprintf( strNumberPlayers, TEXT("%d"), g_lNumberOfActivePlayers );
SetDlgItemText( hDlg, IDC_NUM_PLAYERS, strNumberPlayers );
break;
}
case WM_APP_DISPLAY_WAVE:
{
HRESULT hr;
DPNID dpnidPlayer = (DWORD)wParam;
APP_PLAYER_INFO* pPlayerInfo = NULL;
// Get the player struct accosicated with this DPNID
PLAYER_LOCK(); // enter player struct CS
hr = GetPlayerStruct( dpnidPlayer, &pPlayerInfo );
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;
}
// Make wave message and display it.
TCHAR szWaveMessage[MAX_PATH];
wsprintf( szWaveMessage, TEXT("%s just waved at you, %s!\r\n"),
pPlayerInfo->strPlayerName, g_strLocalPlayerName );
PLAYER_LOCK();
PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
PLAYER_UNLOCK();
AppendTextToEditControl( hDlg, szWaveMessage );
break;
}
case WM_COMMAND:
{
switch( LOWORD(wParam) )
{
case IDC_WAVE:
if( FAILED( g_hrDialog = WaveToAllPlayers() ) )
{
DXTRACE_ERR( TEXT("WaveToAllPlayers"), g_hrDialog );
EndDialog( hDlg, 0 );
}
return TRUE;
case IDCANCEL:
g_hrDialog = S_OK;
EndDialog( hDlg, 0 );
return TRUE;
}
break;
}
}
return FALSE; // Didn't handle message
}
//-----------------------------------------------------------------------------
// Name: DirectPlayMessageHandler
// Desc: Handler for DirectPlay messages. This function is called by
// the DirectPlay message handler pool of threads, so be careful of thread
// synchronization problems with shared memory
//-----------------------------------------------------------------------------
HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext,
DWORD dwMessageId,
PVOID pMsgBuffer )
{
// Try not to stay in this message handler for too long, otherwise
// there will be a backlog of data. The best solution is to
// queue data as it comes in, and then handle it on other threads.
// This function is called by the DirectPlay message handler pool of
// threads, so be careful of thread synchronization problems with shared memory
switch( dwMessageId )
{
case DPN_MSGID_TERMINATE_SESSION:
{
PDPNMSG_TERMINATE_SESSION pTerminateSessionMsg;
pTerminateSessionMsg = (PDPNMSG_TERMINATE_SESSION)pMsgBuffer;
g_hrDialog = DPNERR_CONNECTIONLOST;
EndDialog( g_hDlg, 0 );
break;
}
case DPN_MSGID_RECEIVE:
{
HRESULT hr;
PDPNMSG_RECEIVE pReceiveMsg;
pReceiveMsg = (PDPNMSG_RECEIVE)pMsgBuffer;
GAMEMSG_GENERIC* pMsg = (GAMEMSG_GENERIC*) pReceiveMsg->pReceiveData;
switch( pMsg->dwType )
{
case GAME_MSGID_SET_ID:
{
// The host is tell us the DPNID for this client
GAMEMSG_SET_ID* pSetIDMsg;
pSetIDMsg = (GAMEMSG_SET_ID*)pReceiveMsg->pReceiveData;
g_dpnidLocalPlayer = pSetIDMsg->dpnidPlayer;
break;
}
case GAME_MSGID_CREATE_PLAYER:
{
// The host is telling us about a new player
GAMEMSG_CREATE_PLAYER* pCreatePlayerMsg;
pCreatePlayerMsg = (GAMEMSG_CREATE_PLAYER*)pReceiveMsg->pReceiveData;
// Create a new and fill in a APP_PLAYER_INFO
APP_PLAYER_INFO* pPlayerInfo = new APP_PLAYER_INFO;
ZeroMemory( pPlayerInfo, sizeof(APP_PLAYER_INFO) );
pPlayerInfo->lRefCount = 1;
pPlayerInfo->dpnidPlayer = pCreatePlayerMsg->dpnidPlayer;
_tcscpy( pPlayerInfo->strPlayerName, pCreatePlayerMsg->strPlayerName );
PLAYER_LOCK(); // enter player struct CS
AddPlayerStruct( pPlayerInfo );
PLAYER_UNLOCK(); // leave player struct CS
// Update the number of active players, and
// post a message to the dialog thread to update the
// UI. This keeps the DirectPlay message handler
// from blocking
InterlockedIncrement( &g_lNumberOfActivePlayers );
if( g_hDlg != NULL )
PostMessage( g_hDlg, WM_APP_UPDATE_STATS, 0, 0 );
break;
};
case GAME_MSGID_DESTROY_PLAYER:
{
// The host is telling us about a player that's been destroyed
APP_PLAYER_INFO* pPlayerInfo = NULL;
GAMEMSG_DESTROY_PLAYER* pDestroyPlayerMsg;
pDestroyPlayerMsg = (GAMEMSG_DESTROY_PLAYER*)pReceiveMsg->pReceiveData;
// Get the player struct accosicated with this DPNID
PLAYER_LOCK(); // enter player struct CS
hr = GetPlayerStruct( pDestroyPlayerMsg->dpnidPlayer, &pPlayerInfo );
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;
}
// Release the player struct
PLAYER_LOCK(); // enter player struct CS
PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
PLAYER_UNLOCK(); // leave player struct CS
// Update the number of active players, and
// post a message to the dialog thread to update the
// UI. This keeps the DirectPlay message handler
// from blocking
InterlockedDecrement( &g_lNumberOfActivePlayers );
if( g_hDlg != NULL )
PostMessage( g_hDlg, WM_APP_UPDATE_STATS, 0, 0 );
break;
};
case GAME_MSGID_WAVE:
{
// 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;
}