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>
694 lines
25 KiB
C++
694 lines
25 KiB
C++
//----------------------------------------------------------------------------
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// File: SimpleServer.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 <dxerr8.h>
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#include <tchar.h>
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#include "SimpleClientServer.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 SIMPLESERVER_DEFAULT_PORT 0x6501 // arbitrary port number for this app
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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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IDirectPlay8Server* g_pDPServer = NULL; // DirectPlay server object
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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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TCHAR g_strAppName[256] = TEXT("SimpleServer");
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TCHAR g_strSessionName[MAX_PATH]; // Session name
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DWORD g_dwPort; // Port
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HRESULT g_hrDialog; // Exit code for app
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BOOL g_bServerStarted = FALSE; // TRUE if the server has started
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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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INT_PTR CALLBACK ServerDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
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HRESULT StartServer( HWND hDlg );
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VOID StopServer( HWND hDlg );
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VOID DisplayPlayers( HWND hDlg );
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HRESULT SendCreatePlayerMsg( APP_PLAYER_INFO* pPlayerInfo, DPNID dpnidTarget );
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HRESULT SendWorldStateToNewPlayer( DPNID dpnidPlayer );
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HRESULT SendDestroyPlayerMsgToAll( APP_PLAYER_INFO* pPlayerInfo );
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HRESULT SendWaveMessageToAll( DPNID dpnidFrom );
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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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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("Session Name"),
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g_strSessionName, MAX_PATH, TEXT("TestGame") );
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DXUtil_ReadIntRegKey( hDPlaySampleRegKey, TEXT("SimpleServer Port"),
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&g_dwPort, SIMPLESERVER_DEFAULT_PORT );
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// Init COM so we can use CoCreateInstance
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CoInitializeEx( NULL, COINIT_MULTITHREADED );
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// For this sample, we just start a simple dialog box server
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g_hrDialog = S_OK;
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DialogBox( hInst, MAKEINTRESOURCE(IDD_MAIN), NULL, (DLGPROC) ServerDlgProc );
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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 server 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. ")
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TEXT("The server 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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DXUtil_WriteStringRegKey( hDPlaySampleRegKey, TEXT("Session Name"), g_strSessionName );
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DXUtil_WriteIntRegKey( hDPlaySampleRegKey, TEXT("SimpleServer Port"), g_dwPort );
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StopServer( NULL );
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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: ServerDlgProc()
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// Desc: Handles dialog messages
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//-----------------------------------------------------------------------------
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INT_PTR CALLBACK ServerDlgProc( 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, TEXT("SimpleServer") );
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SetDlgItemText( hDlg, IDC_SESSION_NAME, g_strSessionName );
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// Set the port to either a number or blank
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if( g_dwPort != 0 )
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SetDlgItemInt( hDlg, IDC_PORT, g_dwPort, FALSE );
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else
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SetDlgItemText( hDlg, IDC_PORT, TEXT("") );
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SetDlgItemText( hDlg, IDC_STATUS, TEXT("Server stoped.") );
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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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DisplayPlayers( hDlg );
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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_START:
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if( !g_bServerStarted )
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{
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if( FAILED( g_hrDialog = StartServer( hDlg ) ) )
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{
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DXTRACE_ERR( TEXT("StartServer"), g_hrDialog );
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EndDialog( hDlg, 0 );
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}
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}
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else
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{
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StopServer( hDlg );
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}
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if( g_bServerStarted )
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{
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SetDlgItemText( hDlg, IDC_START, TEXT("Stop Server") );
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EnableWindow( GetDlgItem( hDlg, IDC_SESSION_NAME ), FALSE );
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EnableWindow( GetDlgItem( hDlg, IDC_PORT ), FALSE );
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}
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else
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{
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SetDlgItemText( hDlg, IDC_START, TEXT("Start Server") );
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EnableWindow( GetDlgItem( hDlg, IDC_SESSION_NAME ), TRUE );
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EnableWindow( GetDlgItem( hDlg, IDC_PORT ), TRUE );
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}
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break;
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case IDCANCEL:
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StopServer( hDlg );
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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_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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// 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 = g_pDPServer->GetClientInfo( pCreatePlayerMsg->dpnidPlayer,
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pdpPlayerInfo, &dwSize, 0 );
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if( FAILED(hr) && hr != DPNERR_BUFFERTOOSMALL )
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{
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if( hr == DPNERR_INVALIDPLAYER )
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{
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// Ignore this message if this is for the host
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break;
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}
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return DXTRACE_ERR( TEXT("GetClientInfo"), hr );
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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_pDPServer->GetClientInfo( pCreatePlayerMsg->dpnidPlayer,
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pdpPlayerInfo, &dwSize, 0 );
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if( FAILED(hr) )
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return DXTRACE_ERR( TEXT("GetClientInfo"), hr );
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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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// 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 GetClientInfo()
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DXUtil_ConvertWideStringToGeneric( pPlayerInfo->strPlayerName,
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pdpPlayerInfo->pwszName, MAX_PLAYER_NAME );
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SAFE_DELETE_ARRAY( pdpPlayerInfo );
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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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// Send all connected players a message telling about this new player
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SendCreatePlayerMsg( pPlayerInfo, DPNID_ALL_PLAYERS_GROUP );
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// Tell this new player about the world state
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SendWorldStateToNewPlayer( pCreatePlayerMsg->dpnidPlayer );
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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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// Ignore this message if this is the host player
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if( pPlayerInfo == NULL )
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break;
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// Send all connected players a message telling about this destroyed player
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SendDestroyPlayerMsgToAll( pPlayerInfo );
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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_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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GAMEMSG_GENERIC* pMsg = (GAMEMSG_GENERIC*) pReceiveMsg->pReceiveData;
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if( pMsg->dwType == GAME_MSGID_WAVE )
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SendWaveMessageToAll( pPlayerInfo->dpnidPlayer );
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break;
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}
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: StartServer
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// Desc:
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//-----------------------------------------------------------------------------
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HRESULT StartServer( HWND hDlg )
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{
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HRESULT hr;
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PDIRECTPLAY8ADDRESS pDP8AddrLocal = NULL;
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SetDlgItemText( hDlg, IDC_STATUS, TEXT("Starting server...") );
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SetCursor( LoadCursor(NULL, IDC_WAIT) );
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WCHAR wstrSessionName[MAX_PATH];
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GetDlgItemText( hDlg, IDC_SESSION_NAME, g_strSessionName, MAX_PATH );
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DXUtil_ConvertGenericStringToWide( wstrSessionName, g_strSessionName );
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BOOL bPortTranslated;
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g_dwPort = GetDlgItemInt( hDlg, IDC_PORT, &bPortTranslated, FALSE );
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if( !bPortTranslated )
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g_dwPort = 0;
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// Create IDirectPlay8Server
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if( FAILED( hr = CoCreateInstance( CLSID_DirectPlay8Server, NULL,
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CLSCTX_INPROC_SERVER,
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IID_IDirectPlay8Server,
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(LPVOID*) &g_pDPServer ) ) )
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return DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
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// Init IDirectPlay8Server
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if( FAILED( hr = g_pDPServer->Initialize( NULL, DirectPlayMessageHandler, 0 ) ) )
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return DXTRACE_ERR( TEXT("Initialize"), hr );
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hr = CoCreateInstance( CLSID_DirectPlay8Address, NULL,
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CLSCTX_ALL, IID_IDirectPlay8Address,
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(LPVOID*) &pDP8AddrLocal );
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if( FAILED(hr) )
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{
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DXTRACE_ERR( TEXT("CoCreateInstance"), hr );
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goto LCleanup;
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}
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hr = pDP8AddrLocal->SetSP( &CLSID_DP8SP_TCPIP );
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if( FAILED(hr) )
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{
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DXTRACE_ERR( TEXT("SetSP"), hr );
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goto LCleanup;
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}
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// Add the port to pDP8AddrLocal, if the port is non-zero.
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// If the port is 0, then DirectPlay will pick a port,
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// Games will typically hard code the port so the
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// user need not know it
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if( g_dwPort != 0 )
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{
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if( FAILED( hr = pDP8AddrLocal->AddComponent( DPNA_KEY_PORT,
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&g_dwPort, sizeof(g_dwPort),
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DPNA_DATATYPE_DWORD ) ) )
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return DXTRACE_ERR( TEXT("AddComponent"), hr );
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}
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DPN_APPLICATION_DESC dpnAppDesc;
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ZeroMemory( &dpnAppDesc, sizeof(DPN_APPLICATION_DESC) );
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dpnAppDesc.dwSize = sizeof( DPN_APPLICATION_DESC );
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dpnAppDesc.dwFlags = DPNSESSION_CLIENT_SERVER;
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dpnAppDesc.guidApplication = g_guidApp;
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dpnAppDesc.pwszSessionName = wstrSessionName;
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hr = g_pDPServer->Host( &dpnAppDesc, &pDP8AddrLocal, 1, NULL, NULL, NULL, 0 );
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if( FAILED(hr) )
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{
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DXTRACE_ERR( TEXT("Host"), hr );
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goto LCleanup;
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}
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SetCursor( LoadCursor(NULL, IDC_ARROW) );
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g_bServerStarted = TRUE;
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SetDlgItemText( hDlg, IDC_STATUS, TEXT("Server started.") );
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LCleanup:
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SAFE_RELEASE( pDP8AddrLocal );
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return hr;
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}
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//-----------------------------------------------------------------------------
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// Name: StopServer
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// Desc:
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//-----------------------------------------------------------------------------
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VOID StopServer( HWND hDlg )
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{
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if( hDlg )
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SetDlgItemText( hDlg, IDC_STATUS, TEXT("Stopping server...") );
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SetCursor( LoadCursor(NULL, IDC_WAIT) );
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if( g_pDPServer )
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{
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g_pDPServer->Close(0);
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SAFE_RELEASE( g_pDPServer );
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}
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g_bServerStarted = FALSE;
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SetCursor( LoadCursor(NULL, IDC_ARROW) );
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if( hDlg )
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SetDlgItemText( hDlg, IDC_STATUS, TEXT("Server stoped.") );
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}
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//-----------------------------------------------------------------------------
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// Name: DisplayPlayers
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// Desc:
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//-----------------------------------------------------------------------------
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VOID DisplayPlayers( HWND hDlg )
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{
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HRESULT hr;
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DWORD dwNumPlayers = 0;
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DPNID* aPlayers = NULL;
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SendMessage( GetDlgItem(hDlg, IDC_PLAYER_LIST), LB_RESETCONTENT, 0, 0 );
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if( NULL == g_pDPServer )
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return;
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// Enumerate all the connected players
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while( TRUE )
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{
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hr = g_pDPServer->EnumPlayersAndGroups( aPlayers, &dwNumPlayers, DPNENUM_PLAYERS );
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if( SUCCEEDED(hr) )
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break;
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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;
|
|
}
|
|
|
|
|
|
|