- Make sure to release the dplayx semaphore in for error cases as well.
- Prevent race condition between creation of the semaphore and
grabbing of the lock by creating the semaphore in the locked state
instead of unlocked.
- 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