青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品

天行健 君子當(dāng)自強(qiáng)而不息

使用DirectPlay進(jìn)行網(wǎng)絡(luò)互聯(lián)(2)


本篇是使用DirectPlay進(jìn)行網(wǎng)絡(luò)互聯(lián)(1)的續(xù)篇。
 


使用地址

一個(gè)網(wǎng)絡(luò)使用IP地址和端口來(lái)傳送數(shù)據(jù),在DirectPlay中,使用DirectPlay專用對(duì)象IDirectPlay8Address來(lái)構(gòu)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(gè):

IDirectPlay8Address::Clear 清除所有地址數(shù)據(jù)
IDirectPlay8Address::SetSP 設(shè)置服務(wù)提供者
IDirectPlay8Address::AddComponent 添加地址組件

使用地址對(duì)象之前,需要使用CoCreateInstance函數(shù)來(lái)創(chuàng)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(gè)地址對(duì)象只是包含Unicode文本字符串的簡(jiǎn)單對(duì)象,該文本字符串包含服務(wù)提供者、端口號(hào)以及其他可選信息,下圖顯示了可以添加到地址對(duì)象的組件以及每個(gè)組件的數(shù)據(jù)類型:

AddComponent函數(shù)的惟一用途就是創(chuàng)建該字符串以供其他對(duì)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(shè)置服務(wù)提供者

下一步要做的就是選擇服務(wù)提供者,調(diào)用 IDirectPlay8Address::SetSP函數(shù)來(lái)設(shè)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(wú)論是主持一次會(huì)話(作為服務(wù)器端或單點(diǎn))還是使用客戶端網(wǎng)絡(luò)模型連接到一個(gè)遠(yuǎn)程系統(tǒng),接下來(lái)必須要做的就是選擇端口,如果要連接到遠(yuǎn)程系統(tǒng),就必須知道應(yīng)用程序所使用的端口,以便能夠連接到遠(yuǎn)程系統(tǒng)以及發(fā)送數(shù)據(jù)到遠(yuǎn)程系統(tǒng)。端口號(hào)可以隨意選擇,但是不要使用保留端口號(hào)(1 - 1024),選擇1024以上的端口號(hào)會(huì)比較安全??梢酝ㄟ^(guò)指定端口號(hào)0而讓DirectPlay來(lái)選擇一個(gè)端口號(hào),但是這樣做的弊病在于端口號(hào)可能為任意數(shù)字,就需要對(duì)端口號(hào)進(jìn)行查詢,推薦的做法是自己選擇一個(gè)端口號(hào)。

設(shè)置端口號(hào)使用 IDirectPlay8Address::AddComponent函數(shù)。

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(shù)

消息處理回調(diào)函數(shù)非常簡(jiǎn)單,它僅僅需要區(qū)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(shù)想象成一個(gè)漏斗,如下圖所示:

以下是一個(gè)簡(jiǎn)單的消息處理函數(shù)代碼實(shí)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(chuàng)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(xiāo)毀玩家
        
        
return S_OK;       
    }

    
return S_FAIL;
}

通過(guò)switch-case語(yǔ)句,可以快速找到要處理的消息,而略過(guò)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(gè)消息都帶有一個(gè)數(shù)據(jù)緩沖區(qū),這些緩沖區(qū)被類型轉(zhuǎn)換為適當(dāng)?shù)慕Y(jié)構(gòu)體,除了它們是以DPNMSG_而不是DPN_MSGID_開(kāi)頭之外,這些結(jié)構(gòu)體和消息宏幾乎具有相同的命名規(guī)則。
 


配置會(huì)話信息

每一個(gè)網(wǎng)絡(luò)對(duì)象都需要知道一些要主持或要加入的會(huì)話信息,這些信息包含在一個(gè)結(jié)構(gòu)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(huì)話數(shù)據(jù)

一個(gè)服務(wù)器端需要配置允許的最大玩家數(shù)(如果需要進(jìn)行限制)、會(huì)話名稱和登陸密碼、會(huì)話標(biāo)志以及應(yīng)用程序GUID,如果不想限制最大玩家數(shù),將dwMaxPlayers字段設(shè)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(jié)構(gòu)體所需設(shè)置的信息包括要加入的會(huì)話名稱和密碼、客戶端 / 服務(wù)器端會(huì)話標(biāo)志以及應(yīng)用程序GUID。一定要使用和服務(wù)器端相同的應(yīng)用程序GUID,這樣客戶端和服務(wù)器端才能在網(wǎng)絡(luò)中找到對(duì)方。



服務(wù)器端的處理

獲得網(wǎng)絡(luò)的第一步是創(chuàng)建一個(gè)服務(wù)器端。服務(wù)器端扮演了網(wǎng)絡(luò)游戲的中央處理單元,所有玩家通過(guò)客戶端應(yīng)用程序連接到服務(wù)器端并在二者之間來(lái)回傳輸數(shù)據(jù)。服務(wù)器端保持游戲數(shù)據(jù)同步并告知玩家當(dāng)前的游戲狀態(tài),雖然對(duì)于小型網(wǎng)絡(luò)游戲而言,這并不是最快的辦法,但對(duì)于大型網(wǎng)絡(luò)游戲而言,則是最好的方法。

要?jiǎng)?chuàng)建服務(wù)器端,需要調(diào)用IDirectPlay8Server::Host來(lái)主持會(huì)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(chuàng)建服務(wù)器端會(huì)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(wù)器端創(chuàng)建好之后,接收到的第一個(gè)消息就是創(chuàng)建一個(gè)玩家。創(chuàng)建的第一個(gè)玩家總是主機(jī)玩家,然后其他玩家才開(kāi)始被創(chuàng)建和釋放,但是在整個(gè)會(huì)話過(guò)程中,主機(jī)玩家始終都存在。創(chuàng)建玩家消息通過(guò)DPN_MSGID_CREATE_PLAYER定義,并且消息緩沖區(qū)被類型轉(zhuǎn)換成 DPNMSG_CREATE_PLAYER結(jié)構(gòu)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(guān)數(shù)據(jù)指針pvPlayerContext是用來(lái)在應(yīng)用程序中定義玩家的信息,該數(shù)據(jù)指針可以指向一個(gè)結(jié)構(gòu)體、類實(shí)例或包含了玩家名稱、健康狀態(tài)、年齡、當(dāng)前武器以及護(hù)甲等的數(shù)據(jù)緩沖區(qū)。通過(guò)把玩家相關(guān)數(shù)據(jù)指針傳遞給DirectPlay,它就能帶來(lái)更快的訪問(wèn)速度。因?yàn)闀r(shí)間關(guān)系,必須很快遍歷一個(gè)已登錄玩家的列表來(lái)查找一個(gè)匹配的玩家ID時(shí),這樣做就能節(jié)省時(shí)間。

一個(gè)玩家有一個(gè)與之關(guān)聯(lián)的名稱,而且要能夠取回玩家名稱以便在游戲中使用(因?yàn)闆](méi)有人想使用一個(gè)數(shù)字作為其名稱),這就是IDirectPlay8Server:: GetClientInfo函數(shù)所實(shí)現(xiàn)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(jié)構(gòu)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(chuàng)建玩家的代碼實(shí)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(píng)論(0)  編輯 收藏 引用

公告

導(dǎo)航

統(tǒng)計(jì)

常用鏈接

隨筆分類(178)

3D游戲編程相關(guān)鏈接

搜索

最新評(píng)論

青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品
  • <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>
            中文国产亚洲喷潮| 一本色道久久综合亚洲精品小说| 亚洲精品日韩激情在线电影| 国产精品久久一卡二卡| 欧美黄色小视频| 欧美mv日韩mv亚洲| 欧美日本不卡高清| 欧美午夜电影在线观看| 国产欧美一级| 亚洲国产高清高潮精品美女| 亚洲毛片av| 亚欧成人在线| 欧美国产精品va在线观看| 亚洲理伦在线| 久久成人精品电影| 欧美福利一区| 国产日产亚洲精品| 亚洲精品久久久久| 欧美亚洲一区二区三区| 欧美韩日高清| 亚洲影院色在线观看免费| 久久久久久网站| 国产精品久久网| 亚洲国产欧美精品| 小黄鸭精品aⅴ导航网站入口| 欧美91视频| 亚洲影院色在线观看免费| 欧美成人激情视频免费观看| 国产乱码精品一区二区三区不卡| 亚洲福利国产| 久久精品视频免费观看| 亚洲国产精品v| 亚洲视频免费在线| 免费在线欧美黄色| 国产精品女主播| 一区二区三区回区在观看免费视频| 久久亚洲精品中文字幕冲田杏梨| 在线中文字幕不卡| 欧美激情视频在线播放| 尹人成人综合网| 欧美专区在线观看| 亚洲一区久久| 欧美日韩在线亚洲一区蜜芽| 亚洲精品123区| 久久影视精品| 午夜欧美精品| 国产精品自拍视频| 亚洲视频中文| 亚洲免费精彩视频| 欧美成人免费全部| 亚洲国产成人在线| 免费欧美电影| 久久婷婷国产综合精品青草| 国产在线欧美| 久久综合九色九九| 欧美专区中文字幕| 国产在线欧美| 久久只精品国产| 久久久夜精品| 欧美精品久久久久久久免费观看 | 中文在线一区| 亚洲精品乱码| 欧美日韩国产一区精品一区| 一卡二卡3卡四卡高清精品视频| 亚洲大胆视频| 欧美日本一区| 亚洲欧美精品伊人久久| 亚洲天堂成人在线视频| 国产精品久久久久久久久久免费看| 亚洲视频综合| 亚洲一区二区欧美| 国产视频一区在线观看一区免费| 欧美在线日韩| 久久久久久噜噜噜久久久精品 | 性欧美超级视频| 欧美一区二区三区的| 一区二区三区在线观看视频| 亚洲国产高清视频| 欧美日韩综合一区| 久久精品噜噜噜成人av农村| 久久久久九九九| 亚洲美女黄色| 亚洲欧美日韩国产一区| 在线看日韩av| 99精品国产福利在线观看免费| 国产精品入口日韩视频大尺度| 久久久久久久国产| 欧美精品亚洲精品| 久久成人久久爱| 欧美岛国在线观看| 欧美一区影院| 欧美精品色一区二区三区| 久久成人精品电影| 欧美国产一区二区三区激情无套| 亚洲欧美韩国| 蜜乳av另类精品一区二区| 亚洲免费综合| 欧美国内亚洲| 久久先锋资源| 国产精品美女久久久久aⅴ国产馆| 久久一区二区三区四区| 欧美日韩国产一区二区三区地区| 久久久精品动漫| 欧美视频中文一区二区三区在线观看 | 久热精品视频在线观看一区| 一区二区三区欧美亚洲| 久久成人久久爱| 亚洲欧美www| 欧美岛国激情| 欧美成人精品福利| 国产午夜亚洲精品羞羞网站| 99国产一区二区三精品乱码| 亚洲欧洲视频| 在线免费日韩片| 一区二区三区精品视频| 亚洲国产精品日韩| 亚洲一区视频| 野花国产精品入口| 看欧美日韩国产| 久久精品国产99| 国产精品久久久久久久久久免费看| 亚洲国产福利在线| 亚洲高清视频一区二区| 久久精品91久久久久久再现| 性亚洲最疯狂xxxx高清| 国产精品爱久久久久久久| 91久久精品国产| 亚洲韩国日本中文字幕| 久久在线91| 亚洲国产欧美另类丝袜| 国产综合精品| 欧美一区二区在线免费播放| 欧美一区日本一区韩国一区| 国产精品久久精品日日| 一区二区免费在线播放| 亚洲网站视频| 欧美三区在线视频| 一区二区欧美日韩视频| 亚洲尤物在线| 国产精品一区三区| 欧美一区国产在线| 欧美激情无毛| 在线视频欧美日韩| 国产精品大片免费观看| 亚洲一区二区免费视频| 久久精品视频在线观看| 在线观看不卡av| 欧美精品九九| 亚洲综合国产| 美女性感视频久久久| 最新日韩在线| 国产精品久久二区二区| 欧美在线亚洲综合一区| 欧美黄色一区| 亚洲综合色网站| 韩国福利一区| 欧美精品1区| 亚洲欧美日韩爽爽影院| 欧美www视频| 亚洲欧美久久久| 国产一区二区三区精品欧美日韩一区二区三区| 欧美在现视频| 亚洲精品日韩在线观看| 久久精品亚洲精品| 91久久一区二区| 国产精品黄色在线观看| 久久久久一区二区三区四区| 最新亚洲视频| 久久精品国产清高在天天线 | 欧美成人a视频| 久久精品国产99国产精品澳门| 国产精品国产三级国产aⅴ9色| 欧美在线短视频| 亚洲福利视频网| 亚欧成人在线| 亚洲精品影视在线观看| 国产午夜精品麻豆| 欧美电影在线| 久久成人人人人精品欧| 亚洲免费在线电影| 樱桃成人精品视频在线播放| 欧美日韩一区二区三区四区在线观看 | 久久亚洲精品视频| 亚洲综合另类| 亚洲精选中文字幕| 国产专区综合网| 国产精品www.| 欧美片在线观看| 久久亚洲私人国产精品va| 亚洲欧美日韩成人| 99精品视频免费全部在线| 欧美激情日韩| 久久久久久综合网天天| 午夜免费在线观看精品视频| av不卡在线| 日韩一二三在线视频播| 亚洲欧洲精品成人久久奇米网| 精品福利电影| 激情av一区| 精品69视频一区二区三区|