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            天行健 君子當自強而不息

            使用DirectPlay進行網絡互聯(3)


            本篇是使用DirectPlay進行網絡互聯(2)的續篇。

            銷毀玩家

            當玩家斷開連接時,服務器端會收到消息 DPN_MSGID_DESTROY_PLAYER,這時需要將消息緩沖區轉換為DPNMSG_DESTROY_PLAYER類型。

            The DPNMSG_DESTROY_PLAYER structure contains information for the DPN_MSGID_DESTROY_PLAYER system message.

            typedef struct _DPNMSG_DESTROY_PLAYER{
            DWORD dwSize;
            DPNID dpnidPlayer;
            PVOID pvPlayerContext;
            DWORD dwReason;
            } DPNMSG_DESTROY_PLAYER, *PDPNMSG_DESTROY_PLAYER;
            dwSize
            Size of this structure.
            dpnidPlayer
            DPNID of the player deleted from the session.
            pvPlayerContext
            Player context value.
            dwReason
            One of the following flags indicating why the player was destroyed.
            DPNDESTROYPLAYERREASON_NORMAL
            The player is being deleted for normal reasons.
            DPNDESTROYPLAYERREASON_CONNECTIONLOST
            The player is being deleted because the connection was lost.
            DPNDESTROYPLAYERREASON_SESSIONTERMINATED
            The player is being deleted because the session was terminated.
            DPNDESTROYPLAYERREASON_HOSTDESTROYEDPLAYER
            The player is being deleted because the host called IDirectPlay8Peer::DestroyPeer.

            Return Values

            Return DPN_OK.

            Remarks

            In client/server mode, this message is received only by the server. In peer-to-peer mode, all players receive this message.

            When the server closes a session, it receives a DPN_MSGID_DESTROY_PLAYER message for all connected players. Because the server knows that it is disconnecting, this is normal behavior, and the dwReason member of the associated structure is set to DPNDESTROYPLAYERREASON_NORMAL. The DPNDESTROYPLAYERREASON_SESSIONTERMINATED value is only set for unexpected disconnections.

            You might receive DPN_MSGID_CREATE_PLAYER and DPN_MSGID_DESTROY_PLAYER messages on different threads. However, you will not receive a DPN_MSGID_DESTROY_PLAYER message before your callback function has returned from receiving a DPN_MSGID_CREATE_PLAYER message.

            要強制一個玩家斷開連接,使用IDirectPlay8Server::DestroyClient函數即可。

            Deletes a client from the session.

            HRESULT DestroyClient(
            const DPNID
            dpnidClient,
            const VOID *const pDestroyInfo,
            const DWORD dwDestroyInfoSize,
            const DWORD dwFlags
            );

            Parameters

            dpnidClient
            [in] Variable of type DPNID that specifies the identifier of the client to delete.
            pDestroyInfo
            [in] Pointer that describes additional delete data information.
            dwDestroyInfoSize
            [in] Variable of type DWORD that specifies the size of the data in the pDestroyInfo parameter.
            dwFlags
            [in] Reserved. Must be 0.

            Return Values

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

            DPNERR_INVALIDPARAM
            DPNERR_INVALIDPLAYER
            DPNERR_NOTHOST

            以下代碼示例了如何處理消息DPN_MSGID_DESTROY_PLAYER。

            // 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_DESTROY_PLAYER*  destroy_player; // contains information for the DPN_MSGID_DESTROY_PLAYER 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_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;

                    
            // make sure it is not the host
                    if((player_info = (PLAYER_INFO*) destroy_player->pvPlayerContext) == NULL)
                        
            break;

                    
            // remove the player from list

                    player_info->player_id = 0;

                    
            // An application sends an LB_FINDSTRING message to find the first string in a list box that begins 
                    // with the specified string. 
                    //
                    // The return value is the index of the matching item, or LB_ERR if the search was unsuccessful. 
                    //
                    // wParam:
                    //    Specifies the zero-based index of the item before the first item to be searched. 
                    //    When the search reaches the bottom of the list box, it continues searching from the top of the 
                    //    list box back to the item specified by the wParam parameter. If wParam is –1, the entire list 
                    //    box is searched from the beginning. 
                    // 
                    // lParam:
                    //    Pointer to the null-terminated string that contains the string for which to search. 
                    //    The search is case independent, so this string can contain any combination of uppercase and 
                    //    lowercase letters.       
                    index = (int) SendMessage(GetDlgItem(g_hwnd, IDC_USERS), LB_FINDSTRING, -1, (LPARAM)player_info->name);

                    
            if(index != LB_ERR)
                        
            // An application sends an LB_DELETESTRING message to delete a string in a list box. 
                        //
                        // wParam:
                        //      Specifies the zero-based index of the string to be deleted. 
                        // lParam:
                        //      This parameter is not used. 
                        SendMessage(GetDlgItem(g_hwnd, IDC_USERS), LB_DELETESTRING, index, 0);

                    
            // send message to remaining players notifying player left
                    sprintf(message, "%s quit.", player_info->name);
                    Send_Text_Msg(DPNID_ALL_PLAYERS_GROUP, message);

                    
            break;
                }

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

             

            接收數據

            實際的游戲數據采取應用程序指定消息的形式,但總是封裝在DPN_MSGID_RECEIVE消息類型中,使用DPNMSG_RECEIVE結構體。

            The DPNMSG_RECEIVE structure contains information for the DPN_MSGID_RECEIVE system message.

            typedef struct {
            DWORD dwSize;
            DPNID dpnidSender;
            PVOID pvPlayerContext;
            PBYTE pReceiveData;
            DWORD dwReceiveDataSize;
            DPNHANDLE hBufferHandle;
            } DPNMSG_RECEIVE, *PDPNMSG_RECEIVE;
            dwSize
            Size of this structure.
            dpnidSender
            DPNID of the player that sent the message.
            pvPlayerContext
            Player context value of the player that sent the message.
            pReceiveData
            PBYTE pointer to the message data buffer. This buffer is normally only valid while the DPN_MSGID_RECEIVE message is being processed by the callback message handler.
            dwReceiveDataSize
            Size of the data, in bytes, of the pReceiveData member.
            hBufferHandle
            Buffer handle for the pReceiveData member. If you have returned DPNSUCCESS_PENDING , pass this value to ReturnBuffer to notify Microsoft® DirectPlay® to free the buffer.

            Return Values

            Return DPNSUCCESS_PENDING to transfer ownership of the data buffer to your application. Otherwise, return DPN_OK.

            Remarks

            Because you should not spend large amounts of time processing messages, you should copy the data, and process the message. Alternatively, you can return DPNSUCCESS_PENDING from the callback message handler. Doing so transfers ownership of the buffer to the application. If you return DPNSUCCESS_PENDING, you must call IDirectPlay8Peer::ReturnBuffer, IDirectPlay8Client::ReturnBuffer, or IDirectPlay8Server::ReturnBuffer when you are finished with the buffer. Pass the method the value you receive in the hBufferHandle member to identify the buffer. If you fail to call ReturnBuffer, you will create a memory leak.


            以下代碼示例了如何處理消息DPN_MSGID_RECEIVE。
             
            IDirectPlay8Server*         g_dp_server;    // DirectPlay Server

            //----------------------------------------------------------------------------------------
            // 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_RECEIVE*         receive_data;   
            // contains information for the DPN_MSGID_RECEIVE system message
                DPN_BUFFER_DESC         buffer_desc;    // used dy DirectPlay for generic buffer information

                DPNHANDLE       async_handle;

                
            switch(message_id)
                {
                
            // Microsoft DirectPlay generates the DPN_MSGID_RECEIVE message when a message has been processed by 
                // the receiver.
                case DPN_MSGID_RECEIVE:
                    receive_data = (DPNMSG_RECEIVE*) msg_buffer;

                    
            // forward message to all player except host
                    buffer_desc.dwBufferSize = receive_data->dwReceiveDataSize;
                    buffer_desc.pBufferData  = receive_data->pReceiveData;

                    g_dp_server->SendTo(DPNID_ALL_PLAYERS_GROUP, &buffer_desc, 1, 0, NULL, &async_handle, DPNSEND_NOLOOPBACK);

                    
            break;
                }

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

             

            發送服務器端消息

            如果網絡不傳輸數據,它就一無是處。要讓服務器端對象發送數據到一個已經連接的客戶端,需要使用SendTo函數,該函數發送數據到單個玩家,或一次發送到所有玩家,或發送到屬于某一特定組的所有玩家。

            Transmits data to a client or group within the session. The message can be sent synchronously or asynchronously.

            HRESULT SendTo(
            const DPNID
            dpnid,
            const DPN_BUFFER_DESC *const pBufferDesc,
            const DWORD cBufferDesc,
            const DWORD dwTimeOut,
            void *const pvAsyncContext,
            DPNHANDLE *const phAsyncHandle,
            const DWORD dwFlags
            );

            Parameters

            dpnid
            [in] Identifier of the client or group to receive data. Set this parameter to DPNID_ALL_PLAYERS_GROUP to send a message to all players in the session.
            pBufferDesc
            [in] Pointer to a DPN_BUFFER_DESC structure that describes the data to send.
            cBufferDesc
            [in] Number of DPN_BUFFER_DESC structures pointed to by pBufferDesc. There can be only one buffer in this version of Microsoft® DirectPlay® .
            dwTimeOut
            [in] Number of milliseconds to wait for the message to send. If the message has not been sent by the dwTimeOut value, it is deleted from the send queue. If you set this parameter to 0, the message remains in the send queue until it is sent or until the link is dropped.
            pvAsyncContext
            [in] Pointer to the user-supplied context, which is returned in the pvUserContext member of the DPN_MSGID_SEND_COMPLETE system message.
            phAsyncHandle
            [out] A DPNHANDLE. When the method returns, phAsyncHandle will point to a handle that you can pass to IDirectPlay8Server::CancelAsyncOperation to cancel the operation. This parameter must be set to NULL if you set the DPNSEND_SYNC flag in dwFlags.
            dwFlags
            [in] Flags that describe send behavior. You can set one or more of the following flags.
            DPNSEND_SYNC
            Process the SendTo request synchronously.
            DPNSEND_NOCOPY
            Use the data in the DPN_BUFFER_DESC structure and do not make an internal copy. This may be a more efficient method of sending data. However, it is less robust because the sender might be able to modify the message before the receiver has processed it. This flag cannot be used with DPNSEND_NOCOMPLETE.
            DPNSEND_NOCOMPLETE
            Do not send the DPN_MSGID_SEND_COMPLETE structure to the message handler. This flag may not be used with DPNSEND_NOCOPY or DPNSEND_GUARANTEED. Additionally, when using this flag pvAsyncContext must be NULL.
            DPNSEND_COMPLETEONPROCESS
            Send the DPN_MSGID_SEND_COMPLETE to the message handler when this message has been delivered to the target and the target's message handler returns from indicating its reception. There is additional internal message overhead when this flag is set, and the message transmission process may become significantly slower. If you set this flag, DPNSEND_GUARANTEED must also be set.
            DPNSEND_GUARANTEED
            Send the message by a guaranteed method of delivery.
            DPNSEND_PRIORITY_HIGH
            Sets the priority of the message to high. This flag cannot be used with DPNSEND_PRIORITY_LOW.
            DPNSEND_PRIORITY_LOW
            Sets the priority of the message to low. This flag cannot be used with DPNSEND_PRIORITY_HIGH.
            DPNSEND_NOLOOPBACK
            Suppress the DPN_MSGID_RECEIVE system message to your message handler when you are sending to a group that includes the local player. For example, this flag is useful if you are broadcasting to the entire session.
            DPNSEND_NONSEQUENTIAL
            If this flag is set, the target application will receive the messages in the order that they arrive at the user's computer. If this flag is not set, messages are delivered sequentially, and will be received by the target application in the order that they were sent. Doing so may require buffering incoming messages until missing messages arrive.

            Return Values

            Returns S_OK if this method is processed synchronously and is successful. By default, this method is run asynchronously and generally returns DPNSUCCESS_PENDING or one of the following error values.

            DPNERR_CONNECTIONLOST
            DPNERR_INVALIDFLAGS
            DPNERR_INVALIDPARAM
            DPNERR_INVALIDPLAYER
            DPNERR_TIMEDOUT

            Remarks

            This method generates a DPN_MSGID_RECEIVE system message in the receiver's message handler. The data is contained in the pReceiveData member of the associated structure.

            Messages can have one of three priorities: low, normal, and high. To specify a low or high priority for the message set the appropriate flag in dwFlags. If neither of the priority flags is set, the message will have normal priority. See Basic Networking for a discussion of send priorities.

            When the SendTo request is completed, a DPN_MSGID_SEND_COMPLETE system message is posted to the sender's message handler. The success or failure of the request is contained in the hResultCode member of the associated structure. You can suppress the send completion by setting the DPNSEND_NOCOMPLETE flag in dwflags.

            Send completions are typically posted on the source computer as soon as the message is sent. In other words, a send completion does not necessarily mean that the message has been processed on the target. It may still be in a queue. If you want to be certain that the message has been processed by the target, set the DPNSEND_COMPLETEONPROCESS flag in dwFlags. This flag ensures that the send completion will not be sent until the target's message handler has processed the message, and returned.

            Note  Do not assume that resources such as the data buffer will remain valid until the method has returned. If you call this method asynchronously, the DPN_MSGID_SEND_COMPLETE message may be received and processed by your message handler before the call has returned. If your message handler deallocates or otherwise invalidates a resource such as the data buffer, that resource may become invalid at any time after the method has been called.


            下面這個函數發送消息數據到指定的玩家ID組。
             
            //--------------------------------------------------------------------------------
            // Send text to all clients which specified by player_id.
            //--------------------------------------------------------------------------------
            void Send_Text_Msg(DPNID player_id, char* text)
            {
                DPNHANDLE async_handle;
                DPN_BUFFER_DESC buffer_desc;

                
            if(g_dp_server == NULL)
                    
            return;

                
            // build a data structure
                buffer_desc.dwBufferSize = (DWORD) (strlen(text) + 1);
                buffer_desc.pBufferData  = (BYTE*) text;

                
            // Send message (async method - reason for handle)
                //
                // Transmits data to a client or group within the session. 
                // The message can be sent synchronously or asynchronously.
                g_dp_server->SendTo(player_id, &buffer_desc, 1, 0, NULL, &async_handle, DPNSEND_NOLOOPBACK);
            }
             

            結束主持會話

            一旦服務器端完成了工作,就是停止會話的時候了,停止會話也就是停止所有傳輸并銷毀所有玩家,這可以通過IDirectPlay8Server:: Close來完成。因為該函數采用同步方式工作,所以在所有傳輸完成以及所有連接關閉之前不會返回,這就保證了無須有任何顧慮,就能關閉應用程序。

            Closes the open connection to a session.

            HRESULT Close(
            const DWORD
            dwFlags
            );

            Parameters

            dwFlags
            [in] Reserved. Must be 0.

            Return Values

            Returns S_OK if successful, or the following error value.

            DPNERR_UNINITIALIZED
             

            Remarks

            This method must be called on any object successfully initialized with IDirectPlay8Server::Initialize.

            This method is a counterpart to IDirectPlay8Server::Host. It closes all active network connections hosted by the server. This method is synchronous, and will not return until the server has processed all DPN_MSGID_DESTROY_PLAYER messages. This feature guarantees that when Close returns, you can safely shut down the server application.

            Calling Close will cancel all outstanding operations, including data sent as guaranteed. To make sure all messages are sent, wait for all outstanding SendTo calls to complete before calling Close.


            以下給出一個完整的服務器端代碼示例:

            點擊下載源碼和工程

             
            /***************************************************************************************
            PURPOSE:
                Server Network Demo
             ***************************************************************************************/


            #include <windows.h>
            #include <stdio.h>
            #include <dplay8.h>
            #include <dpaddr.h>
            #include "resource.h"

            #pragma comment(lib, "dxguid.lib")
            #pragma comment(lib, "dplayx.lib")

            #pragma warning(disable : 4996)

            #define Safe_Release(p) if((p)) (p)->Release();

            // 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

            //--------------------------------------------------------------------------------
            // Send text to all clients which specified by player_id.
            //--------------------------------------------------------------------------------
            void Send_Text_Msg(DPNID player_id, char* text)
            {
                DPNHANDLE async_handle;
                DPN_BUFFER_DESC buffer_desc;

                
            if(g_dp_server == NULL)
                    
            return;

                
            // build a data structure
                buffer_desc.dwBufferSize = (DWORD) (strlen(text) + 1);
                buffer_desc.pBufferData  = (BYTE*) text;

                
            // Send message (async method - reason for handle)
                //
                // Transmits data to a client or group within the session. 
                // The message can be sent synchronously or asynchronously.
                g_dp_server->SendTo(player_id, &buffer_desc, 1, 0, NULL, &async_handle, DPNSEND_NOLOOPBACK);
            }

            //----------------------------------------------------------------------------------------
            // 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;

                
            // 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;

                    
            // make sure it is not the host
                    if((player_info = (PLAYER_INFO*) destroy_player->pvPlayerContext) == NULL)
                        
            break;

                    
            // remove the player from list

                    player_info->player_id = 0;

                    
            // An application sends an LB_FINDSTRING message to find the first string in a list box that begins 
                    // with the specified string. 
                    //
                    // The return value is the index of the matching item, or LB_ERR if the search was unsuccessful. 
                    //
                    // wParam:
                    //    Specifies the zero-based index of the item before the first item to be searched. 
                    //    When the search reaches the bottom of the list box, it continues searching from the top of the 
                    //    list box back to the item specified by the wParam parameter. If wParam is –1, the entire list 
                    //    box is searched from the beginning. 
                    // 
                    // lParam:
                    //    Pointer to the null-terminated string that contains the string for which to search. 
                    //    The search is case independent, so this string can contain any combination of uppercase and 
                    //    lowercase letters.       
                    index = (int) SendMessage(GetDlgItem(g_hwnd, IDC_USERS), LB_FINDSTRING, -1, (LPARAM)player_info->name);

                    
            if(index != LB_ERR)
                        
            // An application sends an LB_DELETESTRING message to delete a string in a list box. 
                        //
                        // wParam:
                        //      Specifies the zero-based index of the string to be deleted. 
                        // lParam:
                        //      This parameter is not used. 
                        SendMessage(GetDlgItem(g_hwnd, IDC_USERS), LB_DELETESTRING, index, 0);

                    
            // send message to remaining players notifying player left
                    sprintf(message, "%s quit.", player_info->name);
                    Send_Text_Msg(DPNID_ALL_PLAYERS_GROUP, message);

                    
            break;

                
            // Microsoft DirectPlay generates the DPN_MSGID_RECEIVE message when a message has been processed by 
                // the receiver.
                case DPN_MSGID_RECEIVE:
                    receive_data = (DPNMSG_RECEIVE*) msg_buffer;

                    
            // forward message to all player except host
                    buffer_desc.dwBufferSize = receive_data->dwReceiveDataSize;
                    buffer_desc.pBufferData  = receive_data->pReceiveData;

                    g_dp_server->SendTo(DPNID_ALL_PLAYERS_GROUP, &buffer_desc, 1, 0, NULL, &async_handle, DPNSEND_NOLOOPBACK);

                    
            break;
                }

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

            //--------------------------------------------------------------------------------
            // Create DirectPlay Server and initialize it.
            //--------------------------------------------------------------------------------
            BOOL Init_DirectPlay_Server()
            {
                
            // create DirectPlay Server component
                if(FAILED(CoCreateInstance(CLSID_DirectPlay8Server, NULL, CLSCTX_INPROC, IID_IDirectPlay8Server, 
                                           (
            void**)&g_dp_server)))
                    
            return FALSE;

                
            // Assign a message handler to network component
                //
                // Registers an entry point in the client's code that receives the messages from the IDirectPlay8Client
                // interface and from the server.
                if(FAILED(g_dp_server->Initialize(NULL, Net_Msg_Handle, 0)))
                    
            return FALSE;

                
            return TRUE;
            }

            //--------------------------------------------------------------------------------
            // Enumerate all TCP/IP adapters.
            //--------------------------------------------------------------------------------
            void Enum_Adapters()
            {
                
            // return if no server object or GUID
                if(g_dp_server == NULL)
                    
            return;

                
            // get a handle of the list box
                HWND adapters_ctrl = GetDlgItem(g_hwnd, IDC_ADAPTERS);

                
            // clear the list box
                SendMessage(adapters_ctrl, LB_RESETCONTENT, 0, 0);

                
            // free prior adapter list
                delete[] g_adapter_list;
                g_adapter_list = NULL;

                g_num_adapters = 0;

                DWORD adapter_list_size = 0;

                
            // query the required size of the data buffer
                HRESULT rv = g_dp_server->EnumServiceProviders(&CLSID_DP8SP_TCPIP, NULL, g_adapter_list, &adapter_list_size, 
                                                               &g_num_adapters, 0);

                
            if(rv != DPNERR_BUFFERTOOSMALL)
                    
            return;

                
            // allocate a buffer
                if((g_adapter_list = (DPN_SERVICE_PROVIDER_INFO*) new BYTE[adapter_list_size]) == NULL)
                    
            return;

                
            // enumerate again
                if(SUCCEEDED(g_dp_server->EnumServiceProviders(&CLSID_DP8SP_TCPIP, NULL, g_adapter_list, &adapter_list_size, 
                                                               &g_num_adapters, 0)))
                {
                    
            char adapter_name[1024];

                    
            // enumeration is complete, scan through entries.
                    DPN_SERVICE_PROVIDER_INFO* adapter_ptr = g_adapter_list;

                    
            for(DWORD i = 0; i < g_num_adapters; i++)
                    {
                        
            // convert wide string into multi-byte string
                        wcstombs(adapter_name, adapter_ptr->pwszName, 1024);

                        
            // add the adapter name int listbox
                        SendMessage(adapters_ctrl, CB_ADDSTRING, 0, (LPARAM)adapter_name);

                        
            // go to next servicec provider
                        adapter_ptr++;
                    }
                }

                
            // Select first adapter
                //
                // An application sends a CB_SETCURSEL message to select a string in the list of a combo box. 
                // If necessary, the list scrolls the string into view. The text in the edit control of the combo box 
                // changes to reflect the new selection, and any previous selection in the list is removed. 
                //
                // wParam:
                //    Specifies the zero-based index of the string to select. If this parameter is –1, any current selection 
                //    in the list is removed and the edit control is cleared. 
                //
                // lParam:
                //    This parameter is not used. 
                SendMessage(adapters_ctrl, CB_SETCURSEL, 0, 0);    
            }

            //--------------------------------------------------------------------------------
            // Release all resource which allocated for DirectPlay.
            //--------------------------------------------------------------------------------
            void Release_DirectPlay()
            {
                
            // release client service provider list memory
                delete[] g_adapter_list;
                g_adapter_list = NULL;
                
                g_num_adapters = 0;

                
            // release client component
                if(g_dp_server != NULL)
                {
                    
            // Closes the open connection to a session. This method must be called on any object that is successfully 
                    // initialized with a call to the IDirectPlay8Client::Initialize method.
                    g_dp_server->Close(0);

                    g_dp_server->Release();

                    g_dp_server = NULL;
                }
            }

            //--------------------------------------------------------------------------------
            // 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;
            }

            //--------------------------------------------------------------------------------
            // Stoping hosting server.
            //--------------------------------------------------------------------------------
            void Stop_Session()
            {
                
            // Close the connection
                if(g_dp_server)
                    g_dp_server->Close(0);

                
            // Enables combo-box control
                EnableWindow(GetDlgItem(g_hwnd, IDC_ADAPTERS), TRUE);

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

                g_is_hosting = FALSE;
            }

            //--------------------------------------------------------------------------------
            // Window procedure.
            //--------------------------------------------------------------------------------
            long WINAPI Window_Proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
            {
                unsigned 
            int selected;
                
            char name[256];
                DPN_SERVICE_PROVIDER_INFO*  adapter_ptr;

                
            switch(msg)
                {
                
            case WM_COMMAND:
                    
            // The WM_COMMAND message is sent when the user selects a command item from a menu, when a control sends a 
                    // notification message to its parent window, or when an accelerator keystroke is translated. 
                    //
                    // wParam:
                    //    The high-order word specifies the notification code if the message is from a control. 
                    //    If the message is from an accelerator, this value is 1. If the message is from a menu, this value is zero. 
                    //    The low-order word specifies the identifier of the menu item, control, or accelerator. 
                    //
                    // lParam:
                    //     Handle to the control sending the message if the message is from a control. 
                    //     Otherwise, this parameter is NULL. 
                    switch(LOWORD(wParam))
                    {
                    
            case IDC_STARTSTOP:
                        
            if(! g_is_hosting)
                        {
                            
            // Get adapter to use 
                            if((selected = (int) SendMessage(GetDlgItem(hwnd, IDC_ADAPTERS), CB_GETCURSEL, 0, 0)) == LB_ERR)
                                
            // invalid selected item
                                break;

                            
            // Make sure it's valid and start session
                            if(selected < g_num_adapters)
                            {
                                
            // pointer adapter pointer to selected position
                                adapter_ptr  = g_adapter_list;
                                adapter_ptr += selected;

                                
            if(! Start_Session(&adapter_ptr->guid))
                                    MessageBox(hwnd, "Unable to start server!", "Error", MB_OK | MB_ICONEXCLAMATION);
                            }
                        }
                        
            else
                            Stop_Session();

                        
            break;

                    
            case IDC_DISCONNECT:
                        
            // Make sure we're hosting
                        if(g_is_hosting)
                        {
                            
            // Get user from list to disconnect
                            selected = (int) SendMessage(GetDlgItem(hwnd, IDC_USERS), LB_GETCURSEL, 0, 0);

                            
            if(selected != LB_ERR)
                            {
                                
            // Find the player in list
                                //
                                // An application sends an LB_GETTEXT message to retrieve a string from a list box. 
                                //
                                // wParam:
                                //      Specifies the zero-based index of the string to retrieve. 
                                //
                                // lParam:
                                //      Pointer to the buffer that will receive the string; it is type LPTSTR which is subsequently 
                                //      cast to an LPARAM. The buffer must have sufficient space for the string and a terminating 
                                //      null character. An LB_GETTEXTLEN message can be sent before the LB_GETTEXT message to 
                                //      retrieve the length, in TCHARs, of the string.
                                SendMessage(GetDlgItem(hwnd, IDC_USERS), LB_GETTEXT, selected, (LPARAM)name);

                                
            for(unsigned int i = 0; i < 256; i++)
                                {
                                    
            if(g_player_info[i].player_id != 0 && !strcmp(g_player_info[i].name, name))
                                    {
                                        
            // Disconnect them
                                        //
                                        // Deletes a client from the session
                                        g_dp_server->DestroyClient(g_player_info[i].player_id, NULL, 0, 0);

                                        
            break;
                                    }
                                }
                            }
                        }

                        
            break;
                    }   
            // end - case WM_COMMAND:

                    
            break;

                
            case WM_DESTROY:
                    Stop_Session();
                    Release_DirectPlay();
                    PostQuitMessage(0);
                    
            break;

                
            default:
                    
            return (long) DefWindowProc(hwnd, msg, wParam, lParam);
                }

                
            return 0;
            }

            //--------------------------------------------------------------------------------
            // Main function, routine entry.
            //--------------------------------------------------------------------------------
            int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR cmd_line, int cmd_show)
            {
                WNDCLASS            win_class;
                MSG                 msg;    

                
            // create window class and register it
                win_class.style         = CS_HREDRAW | CS_VREDRAW;
                win_class.lpfnWndProc   = Window_Proc;
                win_class.cbClsExtra    = 0;
                win_class.cbWndExtra    = DLGWINDOWEXTRA;
                win_class.hInstance     = inst;
                win_class.hIcon         = LoadIcon(inst, IDI_APPLICATION);
                win_class.hCursor       = LoadCursor(NULL, IDC_ARROW);
                win_class.hbrBackground = (HBRUSH) (COLOR_BTNFACE + 1);
                win_class.lpszMenuName  = NULL;
                win_class.lpszClassName = g_class_name;    

                
            if(! RegisterClass(&win_class))
                    
            return FALSE;

                
            // create the main window
                g_hwnd = CreateDialog(inst, MAKEINTRESOURCE(IDD_SERVER), 0, NULL);    

                
            // initialize COM
                //
                // initialize the COM library on the current thread and identifies the concurrency model as single-thread
                // apartment (STA).
                CoInitialize(0);

                
            // Initialzie DirectPlay and enumerate service providers.
                if(! Init_DirectPlay_Server())
                {
                    MessageBox(NULL, "Error initializing DirectPlay.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
                    
            goto exit;
                }

                
            // enumerate all TCP/IP adapters
                Enum_Adapters();

                
            // Make sure there's an adapter to use
                if(g_num_adapters == 0)
                {
                    MessageBox(g_hwnd, "There is no TCP/IP adapters to use!", "ERROR", MB_OK | MB_ICONEXCLAMATION);
                    
            goto exit;
                }

                ShowWindow(g_hwnd, cmd_show);
                UpdateWindow(g_hwnd);

                
            // start message pump, waiting for signal to quit.
                ZeroMemory(&msg, sizeof(MSG));

                
            while(msg.message != WM_QUIT)
                {
                    
            if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
                    {
                        TranslateMessage(&msg);
                        DispatchMessage(&msg);            
                    }             
                }

            exit:
                UnregisterClass(g_class_name, inst);

                
            // release COM system
                //
                // Closes the COM library on the current thread, unloads all DLLs loaded by the thread, frees any other
                // resources that the thread maintains, and forces all RPC connections on the thread to close.
                CoUninitialize();
                
                
            return (int) msg.wParam;
            }
             

            運行截圖:



            posted on 2007-08-13 20:05 lovedday 閱讀(978) 評論(0)  編輯 收藏 引用

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