that STRICT works correctly; moved some definitions back to windef.h
where they belong, and removed a couple of definitions that don't
exist on Windows.
- Correct suspended process resumption
- Don't use sys/queue.h anymore
- Properly initialize the global semaphore across processes
- Create a mapped file for shared data structures
- Change some trace messages
- Allocate dynamic shared data from the mapped file
- Rework setting and retrieving lobby settings from shared memory
- Add infrastructure for syncronization after app launch
- Small documentation update
- Include some stuff missing from header
- Start on dp and dpl message infrastructure
- Unicode versions of player/group commands added
- Combined Connect/ConnectEx and Open/SecureOpen
- More implementation
- Removed hack for creating processes suspended now that it's implemented
- Fixed ordinal numbering and added spec stubs
- Fixed EnumConnections callback to fill in all parameters with valid data
- Made direct play allocation/deallocation follow the same pattern as
direct play lobby
- Added start for global data manipulation
- TODO list updated
- Added some missing header file definitions
- Added the ansi versions of dplay and dplobby
- Fixed invalid macro for IDirectPlay4
- Cleaned up compiler warnings
- More implementation, bug fixes and critical region protection
- Implemented new DirectPlay4 and DirectPlayLobby3 interfaces.
- Implemented a class factory for dplay and dplobby. COM interfaces
now work for dp and dpl.
- Added a few more entries to dplayx.spec files. How do you find the
ordinals? I just guessed :(
- Seperated DirectPlay and DirectPlayLobby implementation into separate files.
- Included some missing header file definitions.
- Implemented the dplay dll in terms of the dplayx dll. I haven't
tested it so it may not work...
- A few bug fixes and a little new implementatioe.n
- Updated document with a more detailed implementation plan.