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使用DirectPlay進行網絡互聯(2)


本篇是使用DirectPlay進行網絡互聯(1)的續篇。
 


使用地址

一個網絡使用IP地址和端口來傳送數據,在DirectPlay中,使用DirectPlay專用對象IDirectPlay8Address來構造地址。

The IDirectPlay8Address interface contains generic addressing methods used to create and manipulate addresses for Microsoft® DirectPlay® . This interface is one of the interfaces available through the CLSID_DirectPlay8Address COM object.

The IDirectPlay8Address interface contains the following methods.

IDirectPlay8Address Methods

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 
BuildFromURLW
BuildFromURLA
Duplicate
SetEqual
IsEqual
Clear
GetURLW
GetURLA
GetSP
GetUserData
SetSP
SetUserData
GetNumComponents
GetComponentByName
GetComponentByIndex
AddComponent
GetDevice
SetDevice
BuildFromDPADDRESS
 

Remarks

In order to deliver messages, each participant in a multiplayer game must have a unique address. Addresses can refer either to the computer that your application is running on (device address), or a computer that your application needs to communicate with (host address).

DirectPlay represents addresses as URLs. These URLs are then encapsulated in the address object so that they can be passed to or from the DirectPlay API. In general, address URLs are strings that consist of three basic components in the following order: scheme, scheme separator, and data string.

All DirectPlay addresses use "x-directplay" as the scheme, and ":/" as the scheme separator. Using ":/" as a separator implies that the data that follows is opaque. In other words, the data string does not conform to any Internet standard, and should simply be passed on to the receiving application without modification. All DirectPlay URLs thus have the following general form:

x-directplay:/[data string]

There are two basic approaches to handling address objects:

  • Handle the data string directly, using normal string manipulation techniques.
  • Use the methods exposed by IDirectPlay8Address to obtain or modify the individual elements of the data string.

For more information on DirectPlay addresses, see DirectPlay Addressing.

常用的 IDirectPlay8Address方法有三個:

IDirectPlay8Address::Clear 清除所有地址數據
IDirectPlay8Address::SetSP 設置服務提供者
IDirectPlay8Address::AddComponent 添加地址組件

使用地址對象之前,需要使用CoCreateInstance函數來創建它:
 
IDirectPlay8Server*         g_dp_server;    // DirectPlay Server

// create DirectPlay Server component

if(FAILED(CoCreateInstance(CLSID_DirectPlay8Server, NULL, CLSCTX_INPROC, IID_IDirectPlay8Server, (void**)&g_dp_server)))
    
return FALSE;


添加組件

一個地址對象只是包含Unicode文本字符串的簡單對象,該文本字符串包含服務提供者、端口號以及其他可選信息,下圖顯示了可以添加到地址對象的組件以及每個組件的數據類型:

AddComponent函數的惟一用途就是創建該字符串以供其他對象使用。

Adds a component to the address. If the component is part of the address, it is replaced by the new value in this call.

Values are specified in native formats when making this call. Therefore, the lpvData parameter should be a recast pointer to a variable that holds the data in the native format. For example, if the component is a GUID, the lpvData parameter should be a recast pointer to a GUID.

This method validates that the predefined component types are the right format.

HRESULT AddComponent(
const WCHAR *const
pwszName,
const void *const lpvData,
const DWORD dwDataSize,
const DWORD dwDataType
);

Parameters

pwszName
[in] NULL-terminated Unicode string that contains the key for the component.
lpvData
[in] Pointer to a buffer that contains the value associated with the specified key. Data should be specified in its native format.
dwDataSize
[in] Size, in bytes, of the data in the buffer located at lpvData. The size depends on the data type. If the size is not specified correctly, the method returns DPNERR_INVALIDPARAM.
DWORD
Size = sizeof( DWORD )
GUID
Size = sizeof( GUID )
String
Size = size of the string in bytes, including NULL terminator.
dwDataType
[in] Data type of the value associated with this key. The data type can be one of the following:
DPNA_DATATYPE_STRING
Data is a NULL-terminated string.
DPNA_DATATYPE_DWORD
Data is a DWORD.
DPNA_DATATYPE_GUID
Data is a GUID.
DPNA_DATATYPE_BINARY
Data is in raw binary format.

Return Values

Returns S_OK if successful, or one of the following error values.

DPNERR_INVALIDPARAM
DPNERR_INVALIDPOINTER
DPNERR_NOTALLOWED

Remarks

See DirectPlay Addressing for a discussion of various address components and their keys.


設置服務提供者

下一步要做的就是選擇服務提供者,調用 IDirectPlay8Address::SetSP函數來設置。

Sets the service provider GUID in the address object. If a service provider is specified for this address, it is overwritten by this call.

HRESULT SetSP(
const GUID *const
pguidSP
);

Parameters

pguidSP
[in] Pointer to the service provider GUID.

Return Values

Returns S_OK if successful, or one of the following error values.

DPNERR_INVALIDPOINTER
DPNERR_NOTALLOWED
 


選擇端口

無論是主持一次會話(作為服務器端或單點)還是使用客戶端網絡模型連接到一個遠程系統,接下來必須要做的就是選擇端口,如果要連接到遠程系統,就必須知道應用程序所使用的端口,以便能夠連接到遠程系統以及發送數據到遠程系統。端口號可以隨意選擇,但是不要使用保留端口號(1 - 1024),選擇1024以上的端口號會比較安全??梢酝ㄟ^指定端口號0而讓DirectPlay來選擇一個端口號,但是這樣做的弊病在于端口號可能為任意數字,就需要對端口號進行查詢,推薦的做法是自己選擇一個端口號。

設置端口號使用 IDirectPlay8Address::AddComponent函數。

IDirectPlay8Address*    dp_address;

DWORD port = 21234;

// Set port
if(FAILED(dp_address->AddComponent(DPNA_KEY_PORT, &port, sizeof(DWORD), DPNA_DATATYPE_DWORD)))
{
      dp_address->Release();
      
return FALSE;
}
 


使用消息處理函數

消息處理回調函數非常簡單,它僅僅需要區分接收到的是哪一種消息,并盡可能快地處理消息,可以將消息處理函數想象成一個漏斗,如下圖所示:

以下是一個簡單的消息處理函數代碼實例:

//----------------------------------------------------------------------------------------
// Callback function that receives all messages from the client, and receives indications 
// of session changes from the IDirectPlay8Client interface. 
//----------------------------------------------------------------------------------------
HRESULT WINAPI Net_Msg_Handle(PVOID user_context, DWORD message_id, PVOID msg_buffer)
{
    DPNMSG_CREATE_PLAYER*   create_player;  
// contains information for the DPN_MSGID_CREATE_PLAYER system message
    DPNMSG_DESTROY_PLAYER*  destroy_player; // contains information for the DPN_MSGID_DESTROY_PLAYER system message

    
switch(message_id)
    {
    
// Microsoft DirectPlay generates the DPN_MSGID_CREATE_PLAYER message when a player is added to a 
    // peer-to-peer or client/server session.
    case DPN_MSGID_CREATE_PLAYER:
        create_player = (DPNMSG_CREATE_PLAYER*) msg_buffer
        
        
// 處理創建玩家
        
        
return S_OK;

    
// Microsoft DirectPlay generates the DPN_MSGID_DESTROY_PLAYER message when a player leaves a peer-to-peer 
    // or client/server session.
    case DPN_MSGID_DESTROY_PLAYER:
        destroy_player = (DPNMSG_DESTROY_PLAYER *) msg_buffer;

        
// 處理銷毀玩家
        
        
return S_OK;       
    }

    
return S_FAIL;
}

通過switch-case語句,可以快速找到要處理的消息,而略過其他消息。如果處理消息成功,就返回S_OK,否則返回E_FAIL表示處理失敗。每個消息都帶有一個數據緩沖區,這些緩沖區被類型轉換為適當的結構體,除了它們是以DPNMSG_而不是DPN_MSGID_開頭之外,這些結構體和消息宏幾乎具有相同的命名規則。
 


配置會話信息

每一個網絡對象都需要知道一些要主持或要加入的會話信息,這些信息包含在一個結構體中:

Describes the settings for a Microsoft® DirectPlay® application.

typedef struct _DPN_APPLICATION_DESC{
DWORD dwSize;
DWORD dwFlags;
GUID guidInstance;
GUID guidApplication;
DWORD dwMaxPlayers;
DWORD dwCurrentPlayers;
WCHAR* pwszSessionName;
WCHAR* pwszPassword;
PVOID pvReservedData;
DWORD dwReservedDataSize;
PVOID pvApplicationReservedData;
DWORD dwApplicationReservedDataSize;
} DPN_APPLICATION_DESC, *PDPN_APPLICATION_DESC;

Members

dwSize
Size of the DPN_APPLICATION_DESC structure. The application must set this member before it uses the structure.
dwFlags
One of the following flags describing application behavior.
DPNSESSION_CLIENT_SERVER
This type of session is client/server. This flag cannot be combined with DPNSESSION_MIGRATE_HOST.
DPNSESSION_MIGRATE_HOST
Used in peer-to-peer sessions, enables host migration. This flag cannot be combined with DPNSESSION_CLIENT_SERVER.
DPNSESSION_NODPNSVR
Do not forward enumerations to your host from DPNSVR. See Using the DirectPlay DPNSVR Application for details.
DPNSESSION_REQUIREPASSWORD
The session is password protected. If this flag is set, pwszPassword must be a valid string.
guidInstance
Globally unique identifier (GUID) that is generated by DirectPlay at startup, representing the instance of this application. This member is an [out] parameter when calling the GetApplicationDesc method exposed by the IDirectPlay8Peer, IDirectPlay8Client, and IDirectPlay8Server interfaces. It is an optional [in] parameter when calling the Connect method exposed by the IDirectPlay8Peer and IDirectPlay8Client interfaces. It must be set to GUID NULL when you call the SetApplicationDesc method exposed by the IDirectPlay8Server and IDirectPlay8Peer interfaces. You cannot obtain this GUID by calling the IDirectPlay8Server::Host or IDirectPlay8Peer::Host methods. You must obtain the GUID by calling a GetApplicationDesc method.
guidApplication
Application GUID.
dwMaxPlayers
Variable of type DWORD, specifying the maximum number of players allowed in the session. Set this member to 0 to specify an unlimited number of players.
dwCurrentPlayers
Variable of type DWORD specifying the number of players currently connected to the session. This member is an [out] parameter that is set only by the GetApplicationDescription method exposed by IDirectPlay8Peer, IDirectPlay8Client, and IDirectPlay8Server.
pwszSessionName
Pointer to a variable of type WCHAR specifying the Unicode name of the session. This member is set by the host or server only for informational purposes. A client cannot use this name to connect to a host or server.
pwszPassword
Pointer to a variable of type WCHAR specifying the Unicode password that is required to connect to the session. This must be NULL if the DPNSESSION_REQUIREPASSWORD is not set in the dwFlags member.
pvReservedData
Pointer to DirectPlay reserved data. An application should never modify this value.
dwReservedDataSize
Variable of type DWORD specifying the size of data contained in the pvReservedData member. An application should never modify this value.
pvApplicationReservedData
Pointer to application-specific reserved data. This value is optional and may be set to NULL.
dwApplicationReservedDataSize
Variable of type DWORD specifying the size of the data in the pvApplicationReservedData member. This value is optional and may be set to 0.

Remarks

Multiple instances of the application can run simultaneously. "Application" refers to a specific instance of an application.

The dwMaxPlayers, pvApplicationReservedData, dwApplicationReservedDataSize, pwszPassword, and pwszSessionName members can be set when calling the Host or SetApplicationDesc methods exposed by the IDirectPlay8Server and IDirectPlay8Peer interfaces.

When connecting to a password protected session, the data in the pwszPassword member is transmitted in clear text to the host.


會話數據

一個服務器端需要配置允許的最大玩家數(如果需要進行限制)、會話名稱和登陸密碼、會話標志以及應用程序GUID,如果不想限制最大玩家數,將dwMaxPlayers字段設置為0即可。
 
// application GUID
GUID g_app_guid = { 0xababbe60, 0x1ac0, 0x11d5, { 0x90, 0x89, 0x44, 0x45, 0x53, 0x54, 0x0, 0x1 } };

DPN_APPLICATION_DESC app_desc;  
// Describes the settings for a Microsoft DirectPlay application

// Setup the application description structure

ZeroMemory(&app_desc, 
sizeof(DPN_APPLICATION_DESC));

app_desc.dwSize          = 
sizeof(DPN_APPLICATION_DESC);
app_desc.dwFlags         = DPNSESSION_CLIENT_SERVER;
app_desc.guidApplication = g_app_guid;
app_desc.pwszSessionName = L"SercverSession";
app_desc.dwMaxPlayers    = 256;

客戶端結構體所需設置的信息包括要加入的會話名稱和密碼、客戶端 / 服務器端會話標志以及應用程序GUID。一定要使用和服務器端相同的應用程序GUID,這樣客戶端和服務器端才能在網絡中找到對方。



服務器端的處理

獲得網絡的第一步是創建一個服務器端。服務器端扮演了網絡游戲的中央處理單元,所有玩家通過客戶端應用程序連接到服務器端并在二者之間來回傳輸數據。服務器端保持游戲數據同步并告知玩家當前的游戲狀態,雖然對于小型網絡游戲而言,這并不是最快的辦法,但對于大型網絡游戲而言,則是最好的方法。

要創建服務器端,需要調用IDirectPlay8Server::Host來主持會話。

Creates a new client/server session, hosted by the local computer.

HRESULT Host(
const DPN_APPLICATION_DESC *const
pdnAppDesc,
IDirectPlay8Address **const prgpDeviceInfo,
const DWORD cDeviceInfo,
const DPN_SECURITY_DESC *const pdpSecurity,
const DPN_SECURITY_CREDENTIALS *const pdpCredentials,
VOID *const pvPlayerContext,
const DWORD dwFlags
);

Parameters

pdnAppDesc
[in] Pointer to a DPN_APPLICATION_DESC structure that describes the application.
prgpDeviceInfo
[in] Pointer to an array of IDirectPlay8Address objects containing device addresses that should be used to host the application.
cDeviceInfo
[in] Variable of type DWORD that specifies the number of device address objects in the array pointed to by prgpDeviceInfo.
pdpSecurity
[in] Reserved. Must be set to NULL.
pdpCredentials
[in] Reserved. Must be set to NULL.
pvPlayerContext
[in] Pointer to the context value of the player. This value is preset when the local computer handles the DPN_MSGID_CREATE_PLAYER message. This parameter is optional, and may be set to NULL.
dwFlags
[in] The following flag can be specified.
DPNHOST_OKTOQUERYFORADDRESSING
Setting this flag will display a standard Microsoft® DirectPlay® dialog box, which queries the user for more information if not enough information is passed in this method.

Return Values

Returns S_OK if successful, or the following error value.

DPNERR_DATATOOLARGE
DPNERR_INVALIDPARAM

Remarks

If you set the DPNHOST_OKTOQUERYFORADDRESSING flag in dwFlags, the service provider may attempt to display a dialog box to ask the user to complete the address information. You must have a visible window present when the service provider tries to display the dialog box, or your application will lock.

The maximum size of the application data that you assign to the pvApplicationReservedData member of the DPN_APPLICATION_DESC structure is limited by the service provider's Maximum Transmission Unit. If your application data is too large, the method will fail and return DPNERR_DATATOOLARGE.


以下是創建服務器端會話的代碼示例:
 
HWND g_hwnd;

// application GUID
GUID g_app_guid = { 0xababbe60, 0x1ac0, 0x11d5, { 0x90, 0x89, 0x44, 0x45, 0x53, 0x54, 0x0, 0x1 } };

IDirectPlay8Server*         g_dp_server;    
// DirectPlay Server

BOOL g_is_hosting;              
// flag indicates whether host started or not

//--------------------------------------------------------------------------------
// Start hosting a server which GUID specified by adapter_guid.
//--------------------------------------------------------------------------------
BOOL Start_Session(GUID* adapter_guid)
{
    
// Make sure there's an adapter
    if(adapter_guid == NULL)
        
return FALSE;

    
// Need to re-assign a network handler as quitting a previous session to clears it.
    // Close the connection first before assigning a new network handler.
    //
    // Closes the open connnection to a session.
    g_dp_server->Close(0);

    
// Initialize DirectPlay Server
    if(FAILED(g_dp_server->Initialize(NULL, Net_Msg_Handle, 0)))
        
return FALSE;

    IDirectPlay8Address*    dp_address;

    
// Create an address object and fill it with information
    if(FAILED(CoCreateInstance(CLSID_DirectPlay8Address, NULL, CLSCTX_INPROC, IID_IDirectPlay8Address, (void**)&dp_address)))
        
return FALSE;

    
// Set the protocol to TCP/IP
    //
    // Sets the service provider GUID in the address object.
    // If a service provider is specified for this address, it is overwrittern by this call.
    if(FAILED(dp_address->SetSP(&CLSID_DP8SP_TCPIP)))
    {
        dp_address->Release();
        
return FALSE;
    }

    
// Set the port
    DWORD port = 21234;

    
// Adds a component to the address.
    // If the component is part of the address, it is replaced by the new value in this call.

    // Set port
    if(FAILED(dp_address->AddComponent(DPNA_KEY_PORT, &port, sizeof(DWORD), DPNA_DATATYPE_DWORD)))
    {
        dp_address->Release();
        
return FALSE;
    }

    
// Set the adapter
    if(FAILED(dp_address->AddComponent(DPNA_KEY_DEVICE, adapter_guid, sizeof(GUID), DPNA_DATATYPE_GUID)))
    {
        dp_address->Release();
        
return FALSE;
    }

    DPN_APPLICATION_DESC app_desc;  
// Describes the settings for a Microsoft DirectPlay application

    // Setup the application description structure

    ZeroMemory(&app_desc, 
sizeof(DPN_APPLICATION_DESC));

    app_desc.dwSize          = 
sizeof(DPN_APPLICATION_DESC);
    app_desc.dwFlags         = DPNSESSION_CLIENT_SERVER;
    app_desc.guidApplication = g_app_guid;
    app_desc.pwszSessionName = L"SercverSession";
    app_desc.dwMaxPlayers    = 256;

    
// Start hosting
    //
    // Creates a new client/server session, hosted by the local computer.
    if(FAILED(g_dp_server->Host(&app_desc, &dp_address, 1, NULL, NULL, NULL, 0)))
    {
        dp_address->Release();
        
return FALSE;
    }

    
// Release the address component
    dp_address->Release();

    
// Disables combo-box control.
    //
    // Enables or disables mouse and keyboard input to the specified window or control. 
    // When input is disabled, the window does not receive input such as mouse clicks and key presses. 
    // When input is enabled, the window receives all input. 
    EnableWindow(GetDlgItem(g_hwnd, IDC_ADAPTERS), FALSE);

    
// Setup the dialog information
    SetWindowText(GetDlgItem(g_hwnd, IDC_STARTSTOP), "Stop");

    g_is_hosting = TRUE;

    
return TRUE;
}

處理玩家

服務器端創建好之后,接收到的第一個消息就是創建一個玩家。創建的第一個玩家總是主機玩家,然后其他玩家才開始被創建和釋放,但是在整個會話過程中,主機玩家始終都存在。創建玩家消息通過DPN_MSGID_CREATE_PLAYER定義,并且消息緩沖區被類型轉換成 DPNMSG_CREATE_PLAYER結構體。

Microsoft® DirectPlay® generates the DPN_MSGID_CREATE_PLAYER message when a player is added to a peer-to-peer or client/server session.

The DPNMSG_CREATE_PLAYER structure contains information for the DPN_MSGID_CREATE_PLAYER system message.

typedef struct _DPNMSG_CREATE_PLAYER{
DWORD dwSize;
DPNID dpnidPlayer;
PVOID pvPlayerContext;
} DPNMSG_CREATE_PLAYER, *PDPNMSG_CREATE_PLAYER;
dwSize
Size of this structure.
dpnidPlayer
DPNID of the player that was added to the session.
pvPlayerContext
Player context value.

Return Values

Return DPN_OK.

Remarks

The only method of setting the player context value is through this system message. You can either set the player context value directly, through this message, or indirectly through DPN_MSGID_INDICATE_CONNECT. Once a player context value has been set, it cannot be changed.


玩家相關數據指針pvPlayerContext是用來在應用程序中定義玩家的信息,該數據指針可以指向一個結構體、類實例或包含了玩家名稱、健康狀態、年齡、當前武器以及護甲等的數據緩沖區。通過把玩家相關數據指針傳遞給DirectPlay,它就能帶來更快的訪問速度。因為時間關系,必須很快遍歷一個已登錄玩家的列表來查找一個匹配的玩家ID時,這樣做就能節省時間。

一個玩家有一個與之關聯的名稱,而且要能夠取回玩家名稱以便在游戲中使用(因為沒有人想使用一個數字作為其名稱),這就是IDirectPlay8Server:: GetClientInfo函數所實現的功能。

Retrieves the client information set for the specified client.

HRESULT GetClientInfo(
const DPNID
dpnid,
DPN_PLAYER_INFO *const pdpnPlayerInfo,
DWORD *const pdwSize,
const DWORD dwFlags
);

Parameters

dpnid
[in] Variable of type DPNID that specifies the identifier of the client to retrieve the information for.
pdpnPlayerInfo
[out] Pointer to a DPN_PLAYER_INFO structure that is filled with client information. If pdwSize is not set to NULL, you must set pdpnPlayerInfo.dwSize to an appropriate value.
pdwSize
[in,out] Pointer to a variable of type DWORD that contains the size of the client data, in bytes, returned in the pdpnPlayerInfo parameter. If the buffer is too small, this method returns DPNERR_BUFFERTOOSMALL and this parameter contains the size of the required buffer.
dwFlags
[in] Flags describing the information returned for the client. Currently, both of the following flags are returned.
DPNINFO_NAME
The DPN_PLAYER_INFO structure contains the name set for the client.
DPNINFO_DATA
The DPN_PLAYER_INFO structure contains the data set for the client.

Return Values

Returns S_OK if successful, or one of the following error values.

DPNERR_BUFFERTOOSMALL
DPNERR_INVALIDPARAM
DPNERR_INVALIDPLAYER

Remarks

Call this method after the server receives a DPN_MSGID_CLIENT_INFO message from the application. This message indicates that a client has updated its information.

Microsoft® DirectPlay® returns the DPN_PLAYER_INFO structure, and the pointers assigned to the structure's pwszName and pvData members in a contiguous buffer. If the two pointers were set, you must have allocated enough memory for the structure, plus the two pointers. The most robust way to use this method is to first call it with pdwSize set to NULL. When the method returns, pdwSize will point to the correct value. Use that value to allocate memory for the structure and call the method a second time to retrieve the information.

When the method returns, the dwInfoFlags member of the DPN_PLAYER_INFO structure will always have the DPNINFO_DATA and DPNINFO_NAME flags set, even if the corresponding pointers are set to NULL. These flags are used when calling IDirectPlay8Client::SetClientInfo, to notify DirectPlay of which values have changed.

Transmission of nonstatic information should be handled with the IDirectPlay8Client::Send method because of the high cost of using the IDirectPlay8Client::SetPeerInfo method.

The player sets the information by calling IDirectPlay8Client::SetClientInfo.

pdpnPlayerInfo指向玩家信息結構體

Describes static player information.

typedef struct _DPN_PLAYER_INFO{
DWORD dwSize;
DWORD dwInfoFlags;
PWSTR pwszName;
PVOID pvData;
DWORD dwDataSize;
DWORD dwPlayerFlags;
} DPN_PLAYER_INFO, *PDPN_PLAYER_INFO;

Members

dwSize
Variable of type DWORD describing the size of this structure.
dwInfoFlags
Variable of type DWORD containing flags that specify the type of information contained in this structure. When a GetPlayerInfo method returns, the dwInfoFlags member of the DPN_PLAYER_INFO will always have both flags set, even if the corresponding pointers are set to NULL. These flags are used when calling IDirectPlay8Peer::SetPeerInfo, to notify Microsoft® DirectPlay® which values have changed.
DPNINFO_NAME
The pwszName member contains valid data.
DPNINFO_DATA
The pvData member contains valid data.
pwszName
Pointer to a variable of type PWSTR specifying the Unicode name of the player.
pvData
Pointer to the data describing the player.
dwDataSize
Variable of type DWORD that specifies the size of the data contained in the pvData member.
dwPlayerFlags
Variable of type DWORD that may contain one of the following flags.
DPNPLAYER_LOCAL
This information is for the local player.
DPNPLAYER_HOST
This player is the host for the application.

Remarks

When using this structure in the IDirectPlay8Peer::GetPeerInfo and IDirectPlay8Server::GetClientInfo methods, dwInfoFlags must be set to 0.

When using this structure in the IDirectPlay8Client::SetClientInfo, IDirectPlay8Peer::SetPeerInfo, or IDirectPlay8Server::SetServerInfo methods, dwPlayerFlags should be set to zero.

 

以下是處理創建玩家的代碼實例:

// application variables
struct PLAYER_INFO
{
    DPNID   player_id;  
// DirectPlay Player ID
    char    name[26];   // Player Name

    PLAYER_INFO()   { player_id = 0; }
};

// window handles, class.
HWND g_hwnd;
char g_class_name[] = "ServerClass";

// application GUID
GUID g_app_guid = { 0xababbe60, 0x1ac0, 0x11d5, { 0x90, 0x89, 0x44, 0x45, 0x53, 0x54, 0x0, 0x1 } };

IDirectPlay8Server*         g_dp_server;    
// DirectPlay Server
DPN_SERVICE_PROVIDER_INFO*  g_adapter_list; // adapters
DWORD                       g_num_adapters; // number of adapters

PLAYER_INFO g_player_info[256]; 
// player information
BOOL g_is_hosting;              // flag indicates whether host started or not

//----------------------------------------------------------------------------------------
// Callback function that receives all messages from the client, and receives indications 
// of session changes from the IDirectPlay8Client interface. 
//----------------------------------------------------------------------------------------
HRESULT WINAPI Net_Msg_Handle(PVOID user_context, DWORD message_id, PVOID msg_buffer)
{
    DPNMSG_CREATE_PLAYER*   create_player;  
// contains information for the DPN_MSGID_CREATE_PLAYER system message
    DPNMSG_DESTROY_PLAYER*  destroy_player; // contains information for the DPN_MSGID_DESTROY_PLAYER system message
    DPNMSG_RECEIVE*         receive_data;   // contains information for the DPN_MSGID_RECEIVE system message
    DPN_PLAYER_INFO*        dpn_player_info;// describes static player informaion
    DPN_BUFFER_DESC         buffer_desc;    // used dy DirectPlay for generic buffer information

    DPNHANDLE       async_handle;
    PLAYER_INFO*    player_info;
    
int             index;
    DWORD           size;
    
char            message[512];
    HRESULT         rv;

    
switch(message_id)
    {
    
// Microsoft DirectPlay generates the DPN_MSGID_CREATE_PLAYER message when a player is added to a 
    // peer-to-peer or client/server session.
    case DPN_MSGID_CREATE_PLAYER:
        create_player = (DPNMSG_CREATE_PLAYER*) msg_buffer;

        
// get player name and save it

        size = 0;
        dpn_player_info = NULL;

        
// Retrieves the client information set for the specified client
        rv = g_dp_server->GetClientInfo(create_player->dpnidPlayer, dpn_player_info, &size, 0);

        
if(FAILED(rv) && rv != DPNERR_BUFFERTOOSMALL)
        {
            
// skip this if this is a host player
            if(rv == DPNERR_INVALIDPLAYER)
                
break;

            
return E_FAIL;
        }

        
if((dpn_player_info = (DPN_PLAYER_INFO*) new BYTE[size]) == NULL)
            
return E_FAIL;

        ZeroMemory(dpn_player_info, size);
        dpn_player_info->dwSize = 
sizeof(DPN_PLAYER_INFO);

        
// retrieves the client information set again
        if(FAILED(g_dp_server->GetClientInfo(create_player->dpnidPlayer, dpn_player_info, &size, 0)))
        {
            delete[] dpn_player_info;
            
return E_FAIL;
        }

        
// Find an empty player structure to use

        index = -1;

        
for(int i = 0; i < 256; i++)
        {
            
if(g_player_info[i].player_id == 0)
            {
                index = i;
                
break;
            }
        }

        
if(index == -1)
        {
            delete[] dpn_player_info;
            
return E_FAIL;
        }

        
// set player context pointer
        create_player->pvPlayerContext = (void*) &g_player_info[index];

        
// save player ID
        g_player_info[index].player_id = create_player->dpnidPlayer;
        
        wcstombs(g_player_info[index].name, dpn_player_info->pwszName, 256);
        
        
// add player to list
        SendMessage(GetDlgItem(g_hwnd, IDC_USERS), LB_ADDSTRING, 0, (LPARAM) g_player_info[index].name);

        
// send a message to all players notifying someone joined
        sprintf(message, "%s joined!", g_player_info[index].name);
        Send_Text_Msg(DPNID_ALL_PLAYERS_GROUP, message);

        delete[] dpn_player_info;

        
break;
    }

    
// return S_OK to signify the message was handled OK.
    return S_OK;
}

posted on 2007-08-13 19:11 lovedday 閱讀(811) 評論(0)  編輯 收藏 引用

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