- Small fixes/updates

- Add support for the DPCONNECTION_DIRECTPLAYLOBBY flag
This commit is contained in:
Peter Hunnisett 2000-05-23 01:16:36 +00:00 committed by Alexandre Julliard
parent fd0959013f
commit 7f84723bba
3 changed files with 127 additions and 16 deletions

View File

@ -746,16 +746,23 @@ static HRESULT WINAPI DirectPlay2WImpl_EnumPlayers
( LPDIRECTPLAY2 iface, LPGUID lpguidInstance, LPDPENUMPLAYERSCALLBACK2 lpEnumPlayersCallback2, LPVOID lpContext, DWORD dwFlags )
{
ICOM_THIS(IDirectPlay2Impl,iface);
FIXME("(%p)->(%p,%p,%p,0x%08lx): stub\n", This, lpguidInstance, lpEnumPlayersCallback2, lpContext, dwFlags );
FIXME("(%p)->(%p,%p,%p,0x%08lx): stub\n",
This, lpguidInstance, lpEnumPlayersCallback2, lpContext, dwFlags );
return DP_OK;
}
/* This function is responsible for sending a request for all other known
nameservers to send us what sessions they have registered locally
*/
void DP_SendSessionRequestBroadcast()
{
FIXME( ": stub\n" );
}
void DP_InvokeEnumSessionCallbacksA( LPDPENUMSESSIONSCALLBACK2 lpEnumSessionsCallback2,
/* This function should call the registered callback function that the user
passed into EnumSessions
*/
static void DP_InvokeEnumSessionCallbacksA( LPDPENUMSESSIONSCALLBACK2 lpEnumSessionsCallback2,
LPVOID lpContext )
{
FIXME( ": stub\n" );
@ -802,7 +809,7 @@ static HRESULT WINAPI DirectPlay2AImpl_EnumSessions
/* Does a thread exist? If so we were doing an async enum session */
if( This->dp2->hEnumSessionThread != INVALID_HANDLE_VALUE )
{
/* FIXME: This needs to be send an event to the thread to clean itself up */
/* FIXME: This needs to be send an event to the thread to clean itself up nicely */
TerminateThread( This->dp2->hEnumSessionThread, 0 );
CloseHandle( This->dp2->hEnumSessionThread );
@ -1368,7 +1375,108 @@ static HRESULT WINAPI DirectPlay3AImpl_EnumConnections
/* Enumerate DirectPlayLobby service providers */
if( dwFlags & DPCONNECTION_DIRECTPLAYLOBBY )
{
FIXME( "DPCONNECTION_DIRECTPLAYLOBBY flag not handled\n" );
HKEY hkResult;
LPCSTR searchSubKey = "SOFTWARE\\Microsoft\\DirectPlay\\Lobby Providers";
LPSTR guidDataSubKey = "Guid";
char subKeyName[51];
DWORD dwIndex, sizeOfSubKeyName=50;
FILETIME filetime;
/* Need to loop over the service providers in the registry */
if( RegOpenKeyExA( HKEY_LOCAL_MACHINE, searchSubKey,
0, KEY_READ, &hkResult ) != ERROR_SUCCESS )
{
/* Hmmm. Does this mean that there are no service providers? */
ERR(": no service providers?\n");
return DP_OK;
}
/* Traverse all the service providers we have available */
for( dwIndex=0;
RegEnumKeyExA( hkResult, dwIndex, subKeyName, &sizeOfSubKeyName,
NULL, NULL, NULL, &filetime ) != ERROR_NO_MORE_ITEMS;
++dwIndex, sizeOfSubKeyName=51 )
{
HKEY hkServiceProvider;
GUID serviceProviderGUID;
DWORD returnTypeGUID, sizeOfReturnBuffer = 50;
char returnBuffer[51];
LPWSTR lpWGUIDString;
DPNAME dpName;
HRESULT hr;
DPCOMPOUNDADDRESSELEMENT dpCompoundAddress;
LPVOID lpAddressBuffer = NULL;
DWORD dwAddressBufferSize = 0;
TRACE(" this time through: %s\n", subKeyName );
/* Get a handle for this particular service provider */
if( RegOpenKeyExA( hkResult, subKeyName, 0, KEY_READ,
&hkServiceProvider ) != ERROR_SUCCESS )
{
ERR(": what the heck is going on?\n" );
continue;
}
if( RegQueryValueExA( hkServiceProvider, guidDataSubKey,
NULL, &returnTypeGUID, returnBuffer,
&sizeOfReturnBuffer ) != ERROR_SUCCESS )
{
ERR(": missing GUID registry data members\n" );
continue;
}
/* FIXME: Check return types to ensure we're interpreting data right */
lpWGUIDString = HEAP_strdupAtoW( GetProcessHeap(), 0, returnBuffer );
CLSIDFromString( (LPCOLESTR)lpWGUIDString, &serviceProviderGUID );
HeapFree( GetProcessHeap(), 0, lpWGUIDString );
/* FIXME: Have I got a memory leak on the serviceProviderGUID? */
/* Fill in the DPNAME struct for the service provider */
dpName.dwSize = sizeof( dpName );
dpName.dwFlags = 0;
dpName.psn.lpszShortNameA = subKeyName;
dpName.pln.lpszLongNameA = NULL;
/* Create the compound address for the service provider.
NOTE: This is a gruesome architectural scar right now. DP uses DPL and DPL uses DP
nast stuff. This may be why the native dll just gets around this little bit by
allocating an 80 byte buffer which isn't even a filled with a valid compound
address. Oh well. Creating a proper compound address is the way to go anyways
despite this method taking slightly more heap space and realtime :) */
dpCompoundAddress.guidDataType = DPAID_ServiceProvider;
dpCompoundAddress.dwDataSize = sizeof( GUID );
dpCompoundAddress.lpData = &serviceProviderGUID;
if( ( hr = DPL_CreateCompoundAddress( &dpCompoundAddress, 1, lpAddressBuffer,
&dwAddressBufferSize, TRUE ) ) != DPERR_BUFFERTOOSMALL )
{
ERR( "can't get buffer size: %s\n", DPLAYX_HresultToString( hr ) );
return hr;
}
/* Now allocate the buffer */
lpAddressBuffer = HeapAlloc( GetProcessHeap(), HEAP_ZERO_MEMORY, dwAddressBufferSize );
if( ( hr = DPL_CreateCompoundAddress( &dpCompoundAddress, 1, lpAddressBuffer,
&dwAddressBufferSize, TRUE ) ) != DP_OK )
{
ERR( "can't create address: %s\n", DPLAYX_HresultToString( hr ) );
return hr;
}
/* The enumeration will return FALSE if we are not to continue */
if( !lpEnumCallback( &serviceProviderGUID, lpAddressBuffer, dwAddressBufferSize,
&dpName, DPCONNECTION_DIRECTPLAY, lpContext ) )
{
WARN("lpEnumCallback returning FALSE\n" );
return DP_OK;
}
}
}
return DP_OK;
@ -1418,7 +1526,8 @@ static HRESULT WINAPI DirectPlay3AImpl_InitializeConnection
( LPDIRECTPLAY3A iface, LPVOID lpConnection, DWORD dwFlags )
{
HMODULE hServiceProvider;
typedef DWORD (WINAPI *SP_SPInit)(LPVOID lpCompoundAddress, ...); /* FIXME: How many arguments? */
/*DWORD dwReturnValue; */
typedef DWORD (WINAPI *SP_SPInit)(LPVOID, LPVOID, LPVOID ); /* FIXME: How many arguments? */
SP_SPInit SPInit;
ICOM_THIS(IDirectPlay3Impl,iface);
@ -1460,7 +1569,7 @@ static HRESULT WINAPI DirectPlay3AImpl_InitializeConnection
/* FIXME: Take a guess that we just pass the compound address to the SP */
/* Hmmm...how to say which parameters need to be gotten from the SP. They must
come from the compound address, but how do we communicate what's required? */
dwReturnValue = (*SPInit)( lpConnection );
dwReturnValue = (*SPInit)( lpConnection, NULL, NULL );
#endif
/* This interface is now initialized */

View File

@ -219,6 +219,8 @@ HRESULT DPLAYX_GetConnectionSettingsA
if ( ! DPLAYX_IsAppIdLobbied( dwAppID, &lpDplData ) )
{
DPLAYX_ReleaseSemaphore();
TRACE( "Application 0x%08lx is not lobbied\n", dwAppID );
return DPERR_NOTLOBBIED;
}

View File

@ -6,7 +6,7 @@ Most methods and APIs are but stubs at this point. Examine the code
to see what has been implemented. Use -debugmsg +dplay to get a
reasonably thourough description of what's going on.
Associated header files are include/dplay.h, include/dplobby.h.
Associated DirectX user header files are include/dplay.h, include/dplobby.h.
Implementation of the DPLAY and DPLAYX dlls are both in the dlls/dplayx
directory.
@ -27,10 +27,6 @@ dplayx_main.c: LibMain executed for loading and unloading the dll. This will mak
Presently the architectural relationship between this files is a little shakey, but
isn't so sufficiently bad that it needs fixing yet.
Everything right now will run in the context of the calling thread, but at some
point in the future the code will actually be far enough along to create a thread
for session management.
I think I can safely say that any application which requires direct play
or direct play lobby will not work at this point. Priority will be to get
examples from the sdk running. Once they're at least partially working, I can
@ -70,7 +66,8 @@ TODO:
- bug fixes ;)
- Implement some WineLib test programs using sdk programs as a skeleton
- (done) Change all RegEnumKey calls to RegEnumKeyEx.
- Change RegEnumKeyEx enumeration pattern to allow error handling.
- Change RegEnumKeyEx enumeration pattern to allow error handling and to
share registry implementation (or at least simplify).
- Add in appropriate RegCloseKey calls for all the opening we're doing...
- Fix all the buffer sizes for registry calls. They're off by one - but in a safe direction.
- Find out how to call the service provider dlls - they don't have a published interface!
@ -83,7 +80,7 @@ Programs to make work:
- duel.exe (from sdk)
- dplaunch.exe (from sdk)
Next API to implement on a per program basis:
Next API to implement on a per SDK program basis:
override.exe
- fixme:dplay:DirectPlayCreate Modem binding not supported yet
- DirectPlay3AImpl_InitializeConnection
@ -91,9 +88,8 @@ Next API to implement on a per program basis:
- ?
dplaunch.exe
- IDirectPlayLobby2AImpl_CreateCompoundAddress
- IDirectPlayLobbyAImpl_RunApplication
- ?
(need address space separation or else rebuild all sdk examples)
lserver.exe
- IDirectPlayLobby2WImpl_Connect
@ -105,13 +101,17 @@ Next API to implement on a per program basis:
- ?
bellhop.exe
- DirectPlay3AImpl_EnumConnections (lobby applications)
- DP_SendSessionRequestBroadcast (implement the name server stuff)
- ?
dpslots.exe
- IDirectPlayLobby3AImpl_ConnectEx
- ?
override.exe
- DirectPlayCreate Service provider binding not supported yet
- ?
Other TODO:
- look at problem with parsing the resource file for dplaunch. wrc problem?