Files
Client/Library/dxx8/samples/Multimedia/DirectPlay/SimpleClientServer/SimpleServer/simpleserver.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

694 lines
25 KiB
C++

//----------------------------------------------------------------------------
// File: SimpleServer.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 <dxerr8.h>
#include <tchar.h>
#include "SimpleClientServer.h"
#include "DXUtil.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// Player context locking defines
//-----------------------------------------------------------------------------
CRITICAL_SECTION g_csPlayerContext;
#define PLAYER_LOCK() EnterCriticalSection( &g_csPlayerContext );
#define PLAYER_ADDREF( pPlayerInfo ) if( pPlayerInfo ) pPlayerInfo->lRefCount++;
#define PLAYER_RELEASE( pPlayerInfo ) if( pPlayerInfo ) { pPlayerInfo->lRefCount--; if( pPlayerInfo->lRefCount <= 0 ) SAFE_DELETE( pPlayerInfo ); } pPlayerInfo = NULL;
#define PLAYER_UNLOCK() LeaveCriticalSection( &g_csPlayerContext );
//-----------------------------------------------------------------------------
// Defines, and constants
//-----------------------------------------------------------------------------
#define SIMPLESERVER_DEFAULT_PORT 0x6501 // arbitrary port number for this app
struct APP_PLAYER_INFO
{
LONG lRefCount; // Ref count so we can cleanup when all threads
// are done w/ this object
DPNID dpnidPlayer; // DPNID of player
TCHAR strPlayerName[MAX_PLAYER_NAME]; // Player name
};
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
IDirectPlay8Server* g_pDPServer = NULL; // DirectPlay server object
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
TCHAR g_strAppName[256] = TEXT("SimpleServer");
TCHAR g_strSessionName[MAX_PATH]; // Session name
DWORD g_dwPort; // Port
HRESULT g_hrDialog; // Exit code for app
BOOL g_bServerStarted = FALSE; // TRUE if the server has started
//-----------------------------------------------------------------------------
// Function-prototypes
//-----------------------------------------------------------------------------
HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer );
INT_PTR CALLBACK ServerDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
HRESULT StartServer( HWND hDlg );
VOID StopServer( HWND hDlg );
VOID DisplayPlayers( HWND hDlg );
HRESULT SendCreatePlayerMsg( APP_PLAYER_INFO* pPlayerInfo, DPNID dpnidTarget );
HRESULT SendWorldStateToNewPlayer( DPNID dpnidPlayer );
HRESULT SendDestroyPlayerMsgToAll( APP_PLAYER_INFO* pPlayerInfo );
HRESULT SendWaveMessageToAll( DPNID dpnidFrom );
//-----------------------------------------------------------------------------
// 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 )
{
HKEY hDPlaySampleRegKey;
BOOL bConnectSuccess = FALSE;
g_hInst = hInst;
InitializeCriticalSection( &g_csPlayerContext );
// Read persistent state information from registry
RegCreateKeyEx( HKEY_CURRENT_USER, DPLAY_SAMPLE_KEY, 0, NULL,
REG_OPTION_NON_VOLATILE, KEY_ALL_ACCESS, NULL,
&hDPlaySampleRegKey, NULL );
DXUtil_ReadStringRegKey( hDPlaySampleRegKey, TEXT("Session Name"),
g_strSessionName, MAX_PATH, TEXT("TestGame") );
DXUtil_ReadIntRegKey( hDPlaySampleRegKey, TEXT("SimpleServer Port"),
&g_dwPort, SIMPLESERVER_DEFAULT_PORT );
// Init COM so we can use CoCreateInstance
CoInitializeEx( NULL, COINIT_MULTITHREADED );
// For this sample, we just start a simple dialog box server
g_hrDialog = S_OK;
DialogBox( hInst, MAKEINTRESOURCE(IDD_MAIN), NULL, (DLGPROC) ServerDlgProc );
if( FAILED( g_hrDialog ) )
{
if( g_hrDialog == DPNERR_CONNECTIONLOST )
{
MessageBox( NULL, TEXT("The DirectPlay session was lost. ")
TEXT("The server will now quit."),
g_strAppName, MB_OK | MB_ICONERROR );
}
else
{
DXTRACE_ERR( TEXT("DialogBox"), g_hrDialog );
MessageBox( NULL, TEXT("An error occured. ")
TEXT("The server will now quit."),
g_strAppName, MB_OK | MB_ICONERROR );
}
}
DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Session Name"), g_strSessionName );
DXUtil_WriteIntRegKey( hDPlaySampleRegKey, TEXT("SimpleServer Port"), g_dwPort );
StopServer( NULL );
RegCloseKey( hDPlaySampleRegKey );
DeleteCriticalSection( &g_csPlayerContext );
CoUninitialize();
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: ServerDlgProc()
// Desc: Handles dialog messages
//-----------------------------------------------------------------------------
INT_PTR CALLBACK ServerDlgProc( 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, TEXT("SimpleServer") );
SetDlgItemText( hDlg, IDC_SESSION_NAME, g_strSessionName );
// Set the port to either a number or blank
if( g_dwPort != 0 )
SetDlgItemInt( hDlg, IDC_PORT, g_dwPort, FALSE );
else
SetDlgItemText( hDlg, IDC_PORT, TEXT("") );
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Server stoped.") );
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 );
DisplayPlayers( hDlg );
break;
}
case WM_COMMAND:
{
switch( LOWORD(wParam) )
{
case IDC_START:
if( !g_bServerStarted )
{
if( FAILED( g_hrDialog = StartServer( hDlg ) ) )
{
DXTRACE_ERR( TEXT("StartServer"), g_hrDialog );
EndDialog( hDlg, 0 );
}
}
else
{
StopServer( hDlg );
}
if( g_bServerStarted )
{
SetDlgItemText( hDlg, IDC_START, TEXT("Stop Server") );
EnableWindow( GetDlgItem( hDlg, IDC_SESSION_NAME ), FALSE );
EnableWindow( GetDlgItem( hDlg, IDC_PORT ), FALSE );
}
else
{
SetDlgItemText( hDlg, IDC_START, TEXT("Start Server") );
EnableWindow( GetDlgItem( hDlg, IDC_SESSION_NAME ), TRUE );
EnableWindow( GetDlgItem( hDlg, IDC_PORT ), TRUE );
}
break;
case IDCANCEL:
StopServer( hDlg );
EndDialog( hDlg, 0 );
return TRUE;
}
break;
}
}
return FALSE; // Didn't handle message
}
//-----------------------------------------------------------------------------
// Name: DirectPlayMessageHandler
// Desc: Handler for DirectPlay messages. This function is called by
// the DirectPlay message handler pool of threads, so be careful of thread
// synchronization problems with shared memory
//-----------------------------------------------------------------------------
HRESULT WINAPI DirectPlayMessageHandler( PVOID pvUserContext,
DWORD dwMessageId,
PVOID pMsgBuffer )
{
// Try not to stay in this message handler for too long, otherwise
// there will be a backlog of data. The best solution is to
// queue data as it comes in, and then handle it on other threads.
// This function is called by the DirectPlay message handler pool of
// threads, so be careful of thread synchronization problems with shared memory
switch( dwMessageId )
{
case DPN_MSGID_CREATE_PLAYER:
{
HRESULT hr;
PDPNMSG_CREATE_PLAYER pCreatePlayerMsg;
pCreatePlayerMsg = (PDPNMSG_CREATE_PLAYER)pMsgBuffer;
// Get the peer info and extract its name
DWORD dwSize = 0;
DPN_PLAYER_INFO* pdpPlayerInfo = NULL;
hr = g_pDPServer->GetClientInfo( pCreatePlayerMsg->dpnidPlayer,
pdpPlayerInfo, &dwSize, 0 );
if( FAILED(hr) && hr != DPNERR_BUFFERTOOSMALL )
{
if( hr == DPNERR_INVALIDPLAYER )
{
// Ignore this message if this is for the host
break;
}
return DXTRACE_ERR( TEXT("GetClientInfo"), hr );
}
pdpPlayerInfo = (DPN_PLAYER_INFO*) new BYTE[ dwSize ];
ZeroMemory( pdpPlayerInfo, dwSize );
pdpPlayerInfo->dwSize = sizeof(DPN_PLAYER_INFO);
hr = g_pDPServer->GetClientInfo( pCreatePlayerMsg->dpnidPlayer,
pdpPlayerInfo, &dwSize, 0 );
if( FAILED(hr) )
return DXTRACE_ERR( TEXT("GetClientInfo"), hr );
// 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;
// This stores a extra TCHAR copy of the player name for
// easier access. This will be redundent copy since DPlay
// also keeps a copy of the player name in GetClientInfo()
DXUtil_ConvertWideStringToGeneric( pPlayerInfo->strPlayerName,
pdpPlayerInfo->pwszName, MAX_PLAYER_NAME );
SAFE_DELETE_ARRAY( pdpPlayerInfo );
// Tell DirectPlay to store this pPlayerInfo
// pointer in the pvPlayerContext.
pCreatePlayerMsg->pvPlayerContext = pPlayerInfo;
// Send all connected players a message telling about this new player
SendCreatePlayerMsg( pPlayerInfo, DPNID_ALL_PLAYERS_GROUP );
// Tell this new player about the world state
SendWorldStateToNewPlayer( pCreatePlayerMsg->dpnidPlayer );
// Update the number of active players, and
// post a message to the dialog thread to update the
// UI. This keeps the DirectPlay message handler
// from blocking
InterlockedIncrement( &g_lNumberOfActivePlayers );
if( g_hDlg != NULL )
PostMessage( g_hDlg, WM_APP_UPDATE_STATS, 0, 0 );
break;
}
case DPN_MSGID_DESTROY_PLAYER:
{
PDPNMSG_DESTROY_PLAYER pDestroyPlayerMsg;
pDestroyPlayerMsg = (PDPNMSG_DESTROY_PLAYER)pMsgBuffer;
APP_PLAYER_INFO* pPlayerInfo = (APP_PLAYER_INFO*) pDestroyPlayerMsg->pvPlayerContext;
// Ignore this message if this is the host player
if( pPlayerInfo == NULL )
break;
// Send all connected players a message telling about this destroyed player
SendDestroyPlayerMsgToAll( pPlayerInfo );
PLAYER_LOCK(); // enter player context CS
PLAYER_RELEASE( pPlayerInfo ); // Release player and cleanup if needed
PLAYER_UNLOCK(); // leave player context CS
// Update the number of active players, and
// post a message to the dialog thread to update the
// UI. This keeps the DirectPlay message handler
// from blocking
InterlockedDecrement( &g_lNumberOfActivePlayers );
if( g_hDlg != NULL )
PostMessage( g_hDlg, WM_APP_UPDATE_STATS, 0, 0 );
break;
}
case DPN_MSGID_TERMINATE_SESSION:
{
PDPNMSG_TERMINATE_SESSION pTerminateSessionMsg;
pTerminateSessionMsg = (PDPNMSG_TERMINATE_SESSION)pMsgBuffer;
g_hrDialog = DPNERR_CONNECTIONLOST;
EndDialog( g_hDlg, 0 );
break;
}
case DPN_MSGID_RECEIVE:
{
PDPNMSG_RECEIVE pReceiveMsg;
pReceiveMsg = (PDPNMSG_RECEIVE)pMsgBuffer;
APP_PLAYER_INFO* pPlayerInfo = (APP_PLAYER_INFO*) pReceiveMsg->pvPlayerContext;
GAMEMSG_GENERIC* pMsg = (GAMEMSG_GENERIC*) pReceiveMsg->pReceiveData;
if( pMsg->dwType == GAME_MSGID_WAVE )
SendWaveMessageToAll( pPlayerInfo->dpnidPlayer );
break;
}
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: StartServer
// Desc:
//-----------------------------------------------------------------------------
HRESULT StartServer( HWND hDlg )
{
HRESULT hr;
PDIRECTPLAY8ADDRESS pDP8AddrLocal = NULL;
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Starting server...") );
SetCursor( LoadCursor(NULL, IDC_WAIT) );
WCHAR wstrSessionName[MAX_PATH];
GetDlgItemText( hDlg, IDC_SESSION_NAME, g_strSessionName, MAX_PATH );
DXUtil_ConvertGenericStringToWide( wstrSessionName, g_strSessionName );
BOOL bPortTranslated;
g_dwPort = GetDlgItemInt( hDlg, IDC_PORT, &bPortTranslated, FALSE );
if( !bPortTranslated )
g_dwPort = 0;
// Create IDirectPlay8Server
if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8Server, NULL,
CLSCTX_INPROC_SERVER,
IID_IDirectPlay8Server,
(LPVOID*) &g_pDPServer ) ) )
return DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
// Init IDirectPlay8Server
if( FAILED( hr = g_pDPServer->Initialize( NULL, DirectPlayMessageHandler, 0 ) ) )
return DXTRACE_ERR( TEXT("Initialize"), hr );
hr = CoCreateInstance( CLSID_DirectPlay8Address, NULL,
CLSCTX_ALL, IID_IDirectPlay8Address,
(LPVOID*) &pDP8AddrLocal );
if( FAILED(hr) )
{
DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
goto LCleanup;
}
hr = pDP8AddrLocal->SetSP( &CLSID_DP8SP_TCPIP );
if( FAILED(hr) )
{
DXTRACE_ERR( TEXT("SetSP"), hr );
goto LCleanup;
}
// Add the port to pDP8AddrLocal, if the port is non-zero.
// If the port is 0, then DirectPlay will pick a port,
// Games will typically hard code the port so the
// user need not know it
if( g_dwPort != 0 )
{
if( FAILED( hr = pDP8AddrLocal->AddComponent( DPNA_KEY_PORT,
&g_dwPort, sizeof(g_dwPort),
DPNA_DATATYPE_DWORD ) ) )
return DXTRACE_ERR( TEXT("AddComponent"), hr );
}
DPN_APPLICATION_DESC dpnAppDesc;
ZeroMemory( &dpnAppDesc, sizeof(DPN_APPLICATION_DESC) );
dpnAppDesc.dwSize = sizeof( DPN_APPLICATION_DESC );
dpnAppDesc.dwFlags = DPNSESSION_CLIENT_SERVER;
dpnAppDesc.guidApplication = g_guidApp;
dpnAppDesc.pwszSessionName = wstrSessionName;
hr = g_pDPServer->Host( &dpnAppDesc, &pDP8AddrLocal, 1, NULL, NULL, NULL, 0 );
if( FAILED(hr) )
{
DXTRACE_ERR( TEXT("Host"), hr );
goto LCleanup;
}
SetCursor( LoadCursor(NULL, IDC_ARROW) );
g_bServerStarted = TRUE;
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Server started.") );
LCleanup:
SAFE_RELEASE( pDP8AddrLocal );
return hr;
}
//-----------------------------------------------------------------------------
// Name: StopServer
// Desc:
//-----------------------------------------------------------------------------
VOID StopServer( HWND hDlg )
{
if( hDlg )
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Stopping server...") );
SetCursor( LoadCursor(NULL, IDC_WAIT) );
if( g_pDPServer )
{
g_pDPServer->Close(0);
SAFE_RELEASE( g_pDPServer );
}
g_bServerStarted = FALSE;
SetCursor( LoadCursor(NULL, IDC_ARROW) );
if( hDlg )
SetDlgItemText( hDlg, IDC_STATUS, TEXT("Server stoped.") );
}
//-----------------------------------------------------------------------------
// Name: DisplayPlayers
// Desc:
//-----------------------------------------------------------------------------
VOID DisplayPlayers( HWND hDlg )
{
HRESULT hr;
DWORD dwNumPlayers = 0;
DPNID* aPlayers = NULL;
SendMessage( GetDlgItem(hDlg, IDC_PLAYER_LIST), LB_RESETCONTENT, 0, 0 );
if( NULL == g_pDPServer )
return;
// Enumerate all the connected players
while( TRUE )
{
hr = g_pDPServer->EnumPlayersAndGroups( aPlayers, &dwNumPlayers, DPNENUM_PLAYERS );
if( SUCCEEDED(hr) )
break;
if( FAILED(hr) && hr != DPNERR_BUFFERTOOSMALL )
return;
SAFE_DELETE_ARRAY( aPlayers );
aPlayers = new DPNID[ dwNumPlayers ];
}
// For each player, send a "create player" message to the new player
for( DWORD i = 0; i<dwNumPlayers; i++ )
{
APP_PLAYER_INFO* pPlayerInfo = NULL;
do
{
// Get the player context accosicated with this DPNID
// Call GetPlayerContext() until it returns something other than DPNERR_NOTREADY
// DPNERR_NOTREADY will be returned if the callback thread has not
// yet returned from DPN_MSGID_CREATE_PLAYER, which sets the player's context
hr = g_pDPServer->GetPlayerContext( aPlayers[i], (LPVOID*) &pPlayerInfo, 0 );
}
while( hr == DPNERR_NOTREADY );
// Ignore this player if we can't get the context
if( pPlayerInfo == NULL || FAILED(hr) )
continue;
TCHAR strTemp[MAX_PATH];
wsprintf( strTemp, TEXT("DPNID: 0x%0.8x (%s)"), pPlayerInfo->dpnidPlayer, pPlayerInfo->strPlayerName );
int nIndex = (int)SendMessage( GetDlgItem(hDlg, IDC_PLAYER_LIST), LB_ADDSTRING,
0, (LPARAM)strTemp );
}
SAFE_DELETE_ARRAY( aPlayers );
}
//-----------------------------------------------------------------------------
// Name: SendCreatePlayerMsg
// Desc: Send the target player a creation message about the player identified
// in the APP_PLAYER_INFO struct.
//-----------------------------------------------------------------------------
HRESULT SendCreatePlayerMsg( APP_PLAYER_INFO* pPlayerAbout, DPNID dpnidTarget )
{
GAMEMSG_CREATE_PLAYER msgCreatePlayer;
msgCreatePlayer.dwType = GAME_MSGID_CREATE_PLAYER;
msgCreatePlayer.dpnidPlayer = pPlayerAbout->dpnidPlayer;
_tcscpy( msgCreatePlayer.strPlayerName, pPlayerAbout->strPlayerName );
DPN_BUFFER_DESC bufferDesc;
bufferDesc.dwBufferSize = sizeof(GAMEMSG_CREATE_PLAYER);
bufferDesc.pBufferData = (BYTE*) &msgCreatePlayer;
// DirectPlay will tell via the message handler
// if there are any severe errors, so ignore any errors
DPNHANDLE hAsync;
g_pDPServer->SendTo( dpnidTarget, &bufferDesc, 1,
0, NULL, &hAsync, DPNSEND_NOLOOPBACK | DPNSEND_GUARANTEED );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: SendWorldStateToNewPlayer
// Desc: Send the world state to the new player. For this sample, it is just
// "create player" message for every connected player
//-----------------------------------------------------------------------------
HRESULT SendWorldStateToNewPlayer( DPNID dpnidNewPlayer )
{
HRESULT hr;
DWORD dwNumPlayers = 0;
DPNID* aPlayers = NULL;
// Tell this player the dpnid of itself
GAMEMSG_SET_ID msgSetID;
msgSetID.dwType = GAME_MSGID_SET_ID;
msgSetID.dpnidPlayer = dpnidNewPlayer;
DPN_BUFFER_DESC bufferDesc;
bufferDesc.dwBufferSize = sizeof(GAMEMSG_SET_ID);
bufferDesc.pBufferData = (BYTE*) &msgSetID;
// DirectPlay will tell via the message handler
// if there are any severe errors, so ignore any errors
DPNHANDLE hAsync;
g_pDPServer->SendTo( dpnidNewPlayer, &bufferDesc, 1,
0, NULL, &hAsync, DPNSEND_NOLOOPBACK | DPNSEND_GUARANTEED );
// Enumerate all the connected players
while( TRUE )
{
hr = g_pDPServer->EnumPlayersAndGroups( aPlayers, &dwNumPlayers, DPNENUM_PLAYERS );
if( SUCCEEDED(hr) )
break;
if( FAILED(hr) && hr != DPNERR_BUFFERTOOSMALL )
return DXTRACE_ERR( TEXT("EnumPlayersAndGroups"), hr );
SAFE_DELETE_ARRAY( aPlayers );
aPlayers = new DPNID[ dwNumPlayers ];
}
// For each player, send a "create player" message to the new player
for( DWORD i = 0; i<dwNumPlayers; i++ )
{
APP_PLAYER_INFO* pPlayerInfo = NULL;
// Don't send a create msg to the new player about itself. This will
// be already done when we sent one to DPNID_ALL_PLAYERS_GROUP
if( aPlayers[i] == dpnidNewPlayer )
continue;
// Get the player context accosicated with this DPNID
hr = g_pDPServer->GetPlayerContext( aPlayers[i], (LPVOID*) &pPlayerInfo, 0 );
// Ignore this player if we can't get the context
if( pPlayerInfo == NULL || FAILED(hr) )
continue;
SendCreatePlayerMsg( pPlayerInfo, dpnidNewPlayer );
}
SAFE_DELETE_ARRAY( aPlayers );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: SendDestroyPlayerMsgToAll
// Desc:
//-----------------------------------------------------------------------------
HRESULT SendDestroyPlayerMsgToAll( APP_PLAYER_INFO* pPlayerInfo )
{
GAMEMSG_DESTROY_PLAYER msgDestroyPlayer;
msgDestroyPlayer.dwType = GAME_MSGID_DESTROY_PLAYER;
msgDestroyPlayer.dpnidPlayer = pPlayerInfo->dpnidPlayer;
DPN_BUFFER_DESC bufferDesc;
bufferDesc.dwBufferSize = sizeof(GAMEMSG_CREATE_PLAYER);
bufferDesc.pBufferData = (BYTE*) &msgDestroyPlayer;
// DirectPlay will tell via the message handler
// if there are any severe errors, so ignore any errors
DPNHANDLE hAsync;
g_pDPServer->SendTo( DPNID_ALL_PLAYERS_GROUP, &bufferDesc, 1,
0, NULL, &hAsync, DPNSEND_NOLOOPBACK | DPNSEND_GUARANTEED );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: SendWaveMessageToAll
// Desc:
//-----------------------------------------------------------------------------
HRESULT SendWaveMessageToAll( DPNID dpnidFrom )
{
GAMEMSG_WAVE msgWave;
msgWave.dwType = GAME_MSGID_WAVE;
msgWave.dpnidPlayer = dpnidFrom;
DPN_BUFFER_DESC bufferDesc;
bufferDesc.dwBufferSize = sizeof(GAMEMSG_WAVE);
bufferDesc.pBufferData = (BYTE*) &msgWave;
// DirectPlay will tell via the message handler
// if there are any severe errors, so ignore any errors
DPNHANDLE hAsync;
g_pDPServer->SendTo( DPNID_ALL_PLAYERS_GROUP, &bufferDesc, 1,
0, NULL, &hAsync, DPNSEND_NOLOOPBACK | DPNSEND_GUARANTEED );
return S_OK;
}