Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Telamon

Wrapping DirectPlay in an Object

This topic is 5452 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hey, I''m part of a group writing a video game for a final project in a graphics class I''m taking. We want to network our game and we don''t want to spend time writing a network library. We want to use DirectPlay. Right now I''m trying to take the DirectPlay code out of the TERRIBLE DX9SDK Client/Server demo chat program. I want to make two classes, DPServer and DPClient that can send messages to each other. The problem I''m running into is that some of the prototypes for the DPlay callback functions are hardcoded (like PFNDPNMESSAGEHANDLER) and thus can''t be given a function that is in an object. The problem is that the type of: HRESULT WINAPI DPServer::LoginDirectPlayMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer ) isn''t the expected type: HRESULT WINAPI LoginDirectPlayMessageHandler( PVOID pvUserContext, DWORD dwMessageId, PVOID pMsgBuffer ) How can I make this work? Why is DPlay code in C++ so ugly?! We need DPlay because we don''t have time to build a network library with support for things like gauranteed UPD packet delivery. Has anyone separated out the bare-bones DPlay code from the tutorials for their own projects? It really bothers me that in the demos all the DPlay code has windows GUI code mixed in with it. ---------------------------------------- Let be be finale of seem, seems to me. ---------------------------------------- Coding: http://www.stanford.edu/~jjshed/coding Miscellany: http://www.stanford.edu/~jjshed

Share this post


Link to post
Share on other sites
Advertisement
> Has anyone separated out the bare-bones DPlay code
> from the tutorials for their own projects?

http://pages.infinit.net/cbenoi1/r_1_1_28.zip

DPlay/Peer is encapsulated as a self-contained object. To use it you create a class that derives from the ''Notify'' virtual base class interface and you control it via the ''Control'' virtual base class interface.

-cb

Share this post


Link to post
Share on other sites
The message handler should be a static function. Pass the this pointer in as your user context value to Initialize() and cast to the correct type in the static handler. Here's the basic idea:

gamesrv.h

class CGameSrv
{
private:
IDirectPlay8Server *m_piSrv;

static HRESULT WINAPI MSG_HANDLER(LPVOID pvSrv, DWORD dwMsgType, LPVOID pvMsg);
virtual HRESULT OnAddPlayerToGroup(PDPNMSG_ADD_PLAYER_TO_GROUP pdpMsg) {return DPN_OK;}
};



gamesrv.cpp


HRESULT WINAPI CGameSrv::MSG_HANDLER(LPVOID pvSrv, DWORD dwMsgType, PVOID pvMsg)
{
CGameSrv *pSrv = static_cast<CGameSrv*>(pvSrv);
switch(dwMsgType)
{
case DPN_MSGID_ADD_PLAYER_TO_GROUP:
{
CLog::Log(LOG_DBG, "CGameSrv::OnAddPlayerToGroup();");
return pSrv->OnAddPlayerToGroup(static_cast<DPNMSG_ADD_PLAYER_TO_GROUP*>(pvMsg));
}
}

bool CGameSrv::HostTcpIp(...)
{
//Some initialization

hr = m_piSrv->Initialize(this, MSG_HANDLER, 0);
}


[edited by - jonstelly on November 12, 2003 5:01:26 PM]

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!