Sweden-Number/dlls/dplayx/dplayx_messages.c

511 lines
17 KiB
C

/* DirectPlay & DirectPlayLobby messaging implementation
*
* Copyright 2000,2001 - Peter Hunnisett
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*
* NOTES
* o Messaging interface required for both DirectPlay and DirectPlayLobby.
*/
#include <stdarg.h>
#include <string.h>
#include "windef.h"
#include "winbase.h"
#include "wingdi.h"
#include "winuser.h"
#include "winerror.h"
#include "dplayx_messages.h"
#include "dplay_global.h"
#include "dplayx_global.h"
#include "name_server.h"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(dplay);
typedef struct tagMSGTHREADINFO
{
HANDLE hStart;
HANDLE hDeath;
HANDLE hSettingRead;
HANDLE hNotifyEvent;
} MSGTHREADINFO, *LPMSGTHREADINFO;
static DWORD CALLBACK DPL_MSG_ThreadMain( LPVOID lpContext );
static LPVOID DP_MSG_ExpectReply( IDirectPlay2AImpl* This, LPDPSP_SENDDATA data,
DWORD dwWaitTime, WORD wReplyCommandId,
LPVOID* lplpReplyMsg, LPDWORD lpdwMsgBodySize );
/* Create the message reception thread to allow the application to receive
* asynchronous message reception
*/
DWORD CreateLobbyMessageReceptionThread( HANDLE hNotifyEvent, HANDLE hStart,
HANDLE hDeath, HANDLE hConnRead )
{
DWORD dwMsgThreadId;
LPMSGTHREADINFO lpThreadInfo;
lpThreadInfo = HeapAlloc( GetProcessHeap(), 0, sizeof( *lpThreadInfo ) );
if( lpThreadInfo == NULL )
{
return 0;
}
/* The notify event may or may not exist. Depends if async comm or not */
if( hNotifyEvent &&
!DuplicateHandle( GetCurrentProcess(), hNotifyEvent,
GetCurrentProcess(), &lpThreadInfo->hNotifyEvent,
0, FALSE, DUPLICATE_SAME_ACCESS ) )
{
ERR( "Unable to duplicate event handle\n" );
goto error;
}
/* These 3 handles don't need to be duplicated because we don't keep a
* reference to them where they're created. They're created specifically
* for the message thread
*/
lpThreadInfo->hStart = hStart;
lpThreadInfo->hDeath = hDeath;
lpThreadInfo->hSettingRead = hConnRead;
if( !CreateThread( NULL, /* Security attribs */
0, /* Stack */
DPL_MSG_ThreadMain, /* Msg reception function */
lpThreadInfo, /* Msg reception func parameter */
0, /* Flags */
&dwMsgThreadId /* Updated with thread id */
)
)
{
ERR( "Unable to create msg thread\n" );
goto error;
}
/* FIXME: Should I be closing the handle to the thread or does that
terminate the thread? */
return dwMsgThreadId;
error:
HeapFree( GetProcessHeap(), 0, lpThreadInfo );
return 0;
}
static DWORD CALLBACK DPL_MSG_ThreadMain( LPVOID lpContext )
{
LPMSGTHREADINFO lpThreadInfo = (LPMSGTHREADINFO)lpContext;
DWORD dwWaitResult;
TRACE( "Msg thread created. Waiting on app startup\n" );
/* Wait to ensure that the lobby application is started w/ 1 min timeout */
dwWaitResult = WaitForSingleObject( lpThreadInfo->hStart, 10000 /* 10 sec */ );
if( dwWaitResult == WAIT_TIMEOUT )
{
FIXME( "Should signal app/wait creation failure (0x%08x)\n", dwWaitResult );
goto end_of_thread;
}
/* Close this handle as it's not needed anymore */
CloseHandle( lpThreadInfo->hStart );
lpThreadInfo->hStart = 0;
/* Wait until the lobby knows what it is */
dwWaitResult = WaitForSingleObject( lpThreadInfo->hSettingRead, INFINITE );
if( dwWaitResult == WAIT_TIMEOUT )
{
ERR( "App Read connection setting timeout fail (0x%08x)\n", dwWaitResult );
}
/* Close this handle as it's not needed anymore */
CloseHandle( lpThreadInfo->hSettingRead );
lpThreadInfo->hSettingRead = 0;
TRACE( "App created && initialized starting main message reception loop\n" );
for ( ;; )
{
MSG lobbyMsg;
GetMessageW( &lobbyMsg, 0, 0, 0 );
}
end_of_thread:
TRACE( "Msg thread exiting!\n" );
HeapFree( GetProcessHeap(), 0, lpThreadInfo );
return 0;
}
/* DP messaging stuff */
static HANDLE DP_MSG_BuildAndLinkReplyStruct( IDirectPlay2Impl* This,
LPDP_MSG_REPLY_STRUCT_LIST lpReplyStructList,
WORD wReplyCommandId );
static LPVOID DP_MSG_CleanReplyStruct( LPDP_MSG_REPLY_STRUCT_LIST lpReplyStructList,
LPVOID* lplpReplyMsg, LPDWORD lpdwMsgBodySize );
static
HANDLE DP_MSG_BuildAndLinkReplyStruct( IDirectPlay2Impl* This,
LPDP_MSG_REPLY_STRUCT_LIST lpReplyStructList, WORD wReplyCommandId )
{
lpReplyStructList->replyExpected.hReceipt = CreateEventW( NULL, FALSE, FALSE, NULL );
lpReplyStructList->replyExpected.wExpectedReply = wReplyCommandId;
lpReplyStructList->replyExpected.lpReplyMsg = NULL;
lpReplyStructList->replyExpected.dwMsgBodySize = 0;
/* Insert into the message queue while locked */
EnterCriticalSection( &This->unk->DP_lock );
DPQ_INSERT( This->dp2->replysExpected, lpReplyStructList, replysExpected );
LeaveCriticalSection( &This->unk->DP_lock );
return lpReplyStructList->replyExpected.hReceipt;
}
static
LPVOID DP_MSG_CleanReplyStruct( LPDP_MSG_REPLY_STRUCT_LIST lpReplyStructList,
LPVOID* lplpReplyMsg, LPDWORD lpdwMsgBodySize )
{
CloseHandle( lpReplyStructList->replyExpected.hReceipt );
*lplpReplyMsg = lpReplyStructList->replyExpected.lpReplyMsg;
*lpdwMsgBodySize = lpReplyStructList->replyExpected.dwMsgBodySize;
return lpReplyStructList->replyExpected.lpReplyMsg;
}
HRESULT DP_MSG_SendRequestPlayerId( IDirectPlay2AImpl* This, DWORD dwFlags,
LPDPID lpdpidAllocatedId )
{
LPVOID lpMsg;
LPDPMSG_REQUESTNEWPLAYERID lpMsgBody;
DWORD dwMsgSize;
HRESULT hr = DP_OK;
dwMsgSize = This->dp2->spData.dwSPHeaderSize + sizeof( *lpMsgBody );
lpMsg = HeapAlloc( GetProcessHeap(), HEAP_ZERO_MEMORY, dwMsgSize );
lpMsgBody = (LPDPMSG_REQUESTNEWPLAYERID)( (BYTE*)lpMsg +
This->dp2->spData.dwSPHeaderSize );
/* Compose dplay message envelope */
lpMsgBody->envelope.dwMagic = DPMSGMAGIC_DPLAYMSG;
lpMsgBody->envelope.wCommandId = DPMSGCMD_REQUESTNEWPLAYERID;
lpMsgBody->envelope.wVersion = DPMSGVER_DP6;
/* Compose the body of the message */
lpMsgBody->dwFlags = dwFlags;
/* Send the message */
{
DPSP_SENDDATA data;
data.dwFlags = DPSEND_GUARANTEED;
data.idPlayerTo = 0; /* Name server */
data.idPlayerFrom = 0; /* Sending from DP */
data.lpMessage = lpMsg;
data.dwMessageSize = dwMsgSize;
data.bSystemMessage = TRUE; /* Allow reply to be sent */
data.lpISP = This->dp2->spData.lpISP;
TRACE( "Asking for player id w/ dwFlags 0x%08x\n",
lpMsgBody->dwFlags );
DP_MSG_ExpectReply( This, &data, DPMSG_DEFAULT_WAIT_TIME, DPMSGCMD_NEWPLAYERIDREPLY,
&lpMsg, &dwMsgSize );
}
/* Need to examine the data and extract the new player id */
if( SUCCEEDED(hr) )
{
LPCDPMSG_NEWPLAYERIDREPLY lpcReply;
lpcReply = (LPCDPMSG_NEWPLAYERIDREPLY)lpMsg;
*lpdpidAllocatedId = lpcReply->dpidNewPlayerId;
TRACE( "Received reply for id = 0x%08x\n", lpcReply->dpidNewPlayerId );
/* FIXME: I think that the rest of the message has something to do
* with remote data for the player that perhaps I need to setup.
* However, with the information that is passed, all that it could
* be used for is a standardized initialization value, which I'm
* guessing we can do without. Unless the message content is the same
* for several different messages?
*/
HeapFree( GetProcessHeap(), 0, lpMsg );
}
return hr;
}
HRESULT DP_MSG_ForwardPlayerCreation( IDirectPlay2AImpl* This, DPID dpidServer )
{
LPVOID lpMsg;
LPDPMSG_FORWARDADDPLAYER lpMsgBody;
DWORD dwMsgSize;
HRESULT hr = DP_OK;
dwMsgSize = This->dp2->spData.dwSPHeaderSize + sizeof( *lpMsgBody );
lpMsg = HeapAlloc( GetProcessHeap(), HEAP_ZERO_MEMORY, dwMsgSize );
lpMsgBody = (LPDPMSG_FORWARDADDPLAYER)( (BYTE*)lpMsg +
This->dp2->spData.dwSPHeaderSize );
/* Compose dplay message envelope */
lpMsgBody->envelope.dwMagic = DPMSGMAGIC_DPLAYMSG;
lpMsgBody->envelope.wCommandId = DPMSGCMD_FORWARDADDPLAYER;
lpMsgBody->envelope.wVersion = DPMSGVER_DP6;
#if 0
{
LPBYTE lpPData;
DWORD dwDataSize;
/* SP Player remote data needs to be propagated at some point - is this the point? */
IDirectPlaySP_GetSPPlayerData( This->dp2->spData.lpISP, 0, (LPVOID*)&lpPData, &dwDataSize, DPSET_REMOTE );
ERR( "Player Data size is 0x%08lx\n"
"[%02x%02x %02x%02x %02x%02x %02x%02x %02x%02x %02x%02x %02x%02x %02x%02x]\n"
"[%02x%02x %02x%02x %02x%02x %02x%02x %02x%02x %02x%02x %02x%02x %02x%02x]\n",
dwDataSize,
lpPData[0], lpPData[1], lpPData[2], lpPData[3], lpPData[4],
lpPData[5], lpPData[6], lpPData[7], lpPData[8], lpPData[9],
lpPData[10], lpPData[11], lpPData[12], lpPData[13], lpPData[14],
lpPData[15], lpPData[16], lpPData[17], lpPData[18], lpPData[19],
lpPData[20], lpPData[21], lpPData[22], lpPData[23], lpPData[24],
lpPData[25], lpPData[26], lpPData[27], lpPData[28], lpPData[29],
lpPData[30], lpPData[31]
);
DebugBreak();
}
#endif
/* Compose body of message */
lpMsgBody->dpidAppServer = dpidServer;
lpMsgBody->unknown2[0] = 0x0;
lpMsgBody->unknown2[1] = 0x1c;
lpMsgBody->unknown2[2] = 0x6c;
lpMsgBody->unknown2[3] = 0x50;
lpMsgBody->unknown2[4] = 0x9;
lpMsgBody->dpidAppServer2 = dpidServer;
lpMsgBody->unknown3[0] = 0x0;
lpMsgBody->unknown3[0] = 0x0;
lpMsgBody->unknown3[0] = 0x20;
lpMsgBody->unknown3[0] = 0x0;
lpMsgBody->unknown3[0] = 0x0;
lpMsgBody->dpidAppServer3 = dpidServer;
lpMsgBody->unknown4[0] = 0x30;
lpMsgBody->unknown4[1] = 0xb;
lpMsgBody->unknown4[2] = 0x0;
lpMsgBody->unknown4[3] = NS_GetNsMagic( This->dp2->lpNameServerData ) -
0x02000000;
TRACE( "Setting first magic to 0x%08x\n", lpMsgBody->unknown4[3] );
lpMsgBody->unknown4[4] = 0x0;
lpMsgBody->unknown4[5] = 0x0;
lpMsgBody->unknown4[6] = 0x0;
#if 0
lpMsgBody->unknown4[7] = NS_GetOtherMagic( This->dp2->lpNameServerData )
#else
lpMsgBody->unknown4[7] = NS_GetNsMagic( This->dp2->lpNameServerData );
#endif
TRACE( "Setting second magic to 0x%08x\n", lpMsgBody->unknown4[7] );
lpMsgBody->unknown4[8] = 0x0;
lpMsgBody->unknown4[9] = 0x0;
lpMsgBody->unknown4[10] = 0x0;
lpMsgBody->unknown4[11] = 0x0;
lpMsgBody->unknown5[0] = 0x0;
lpMsgBody->unknown5[1] = 0x0;
/* Send the message */
{
DPSP_SENDDATA data;
data.dwFlags = DPSEND_GUARANTEED;
data.idPlayerTo = 0; /* Name server */
data.idPlayerFrom = dpidServer; /* Sending from session server */
data.lpMessage = lpMsg;
data.dwMessageSize = dwMsgSize;
data.bSystemMessage = TRUE; /* Allow reply to be sent */
data.lpISP = This->dp2->spData.lpISP;
TRACE( "Sending forward player request with 0x%08x\n", dpidServer );
lpMsg = DP_MSG_ExpectReply( This, &data,
DPMSG_WAIT_60_SECS,
DPMSGCMD_GETNAMETABLEREPLY,
&lpMsg, &dwMsgSize );
}
/* Need to examine the data and extract the new player id */
if( lpMsg != NULL )
{
FIXME( "Name Table reply received: stub\n" );
}
return hr;
}
/* Queue up a structure indicating that we want a reply of type wReplyCommandId. DPlay does
* not seem to offer any way of uniquely differentiating between replies of the same type
* relative to the request sent. There is an implicit assumption that there will be no
* ordering issues on sends and receives from the opposite machine. No wonder MS is not
* a networking company.
*/
static
LPVOID DP_MSG_ExpectReply( IDirectPlay2AImpl* This, LPDPSP_SENDDATA lpData,
DWORD dwWaitTime, WORD wReplyCommandId,
LPVOID* lplpReplyMsg, LPDWORD lpdwMsgBodySize )
{
HRESULT hr;
HANDLE hMsgReceipt;
DP_MSG_REPLY_STRUCT_LIST replyStructList;
DWORD dwWaitReturn;
/* Setup for receipt */
hMsgReceipt = DP_MSG_BuildAndLinkReplyStruct( This, &replyStructList,
wReplyCommandId );
TRACE( "Sending msg and expecting cmd %u in reply within %u ticks\n",
wReplyCommandId, dwWaitTime );
hr = (*This->dp2->spData.lpCB->Send)( lpData );
if( FAILED(hr) )
{
ERR( "Send failed: %s\n", DPLAYX_HresultToString( hr ) );
return NULL;
}
/* The reply message will trigger the hMsgReceipt event effectively switching
* control back to this thread. See DP_MSG_ReplyReceived.
*/
dwWaitReturn = WaitForSingleObject( hMsgReceipt, dwWaitTime );
if( dwWaitReturn != WAIT_OBJECT_0 )
{
ERR( "Wait failed 0x%08x\n", dwWaitReturn );
return NULL;
}
/* Clean Up */
return DP_MSG_CleanReplyStruct( &replyStructList, lplpReplyMsg, lpdwMsgBodySize );
}
/* Determine if there is a matching request for this incoming message and then copy
* all important data. It is quite silly to have to copy the message, but the documents
* indicate that a copy is taken. Silly really.
*/
void DP_MSG_ReplyReceived( IDirectPlay2AImpl* This, WORD wCommandId,
LPCVOID lpcMsgBody, DWORD dwMsgBodySize )
{
LPDP_MSG_REPLY_STRUCT_LIST lpReplyList;
#if 0
if( wCommandId == DPMSGCMD_FORWARDADDPLAYER )
{
DebugBreak();
}
#endif
/* Find, and immediately remove (to avoid double triggering), the appropriate entry. Call locked to
* avoid problems.
*/
EnterCriticalSection( &This->unk->DP_lock );
DPQ_REMOVE_ENTRY( This->dp2->replysExpected, replysExpected, replyExpected.wExpectedReply,
==, wCommandId, lpReplyList );
LeaveCriticalSection( &This->unk->DP_lock );
if( lpReplyList != NULL )
{
lpReplyList->replyExpected.dwMsgBodySize = dwMsgBodySize;
lpReplyList->replyExpected.lpReplyMsg = HeapAlloc( GetProcessHeap(),
HEAP_ZERO_MEMORY,
dwMsgBodySize );
CopyMemory( lpReplyList->replyExpected.lpReplyMsg,
lpcMsgBody, dwMsgBodySize );
/* Signal the thread which sent the message that it has a reply */
SetEvent( lpReplyList->replyExpected.hReceipt );
}
else
{
ERR( "No receipt event set - only expecting in reply mode\n" );
DebugBreak();
}
}
void DP_MSG_ToSelf( IDirectPlay2AImpl* This, DPID dpidSelf )
{
LPVOID lpMsg;
LPDPMSG_SENDENVELOPE lpMsgBody;
DWORD dwMsgSize;
dwMsgSize = This->dp2->spData.dwSPHeaderSize + sizeof( *lpMsgBody );
lpMsg = HeapAlloc( GetProcessHeap(), HEAP_ZERO_MEMORY, dwMsgSize );
lpMsgBody = (LPDPMSG_SENDENVELOPE)( (BYTE*)lpMsg +
This->dp2->spData.dwSPHeaderSize );
/* Compose dplay message envelope */
lpMsgBody->dwMagic = DPMSGMAGIC_DPLAYMSG;
lpMsgBody->wCommandId = DPMSGCMD_JUSTENVELOPE;
lpMsgBody->wVersion = DPMSGVER_DP6;
/* Send the message to ourselves */
{
DPSP_SENDDATA data;
data.dwFlags = 0;
data.idPlayerTo = dpidSelf; /* Sending to session server */
data.idPlayerFrom = 0; /* Sending from session server */
data.lpMessage = lpMsg;
data.dwMessageSize = dwMsgSize;
data.bSystemMessage = TRUE; /* Allow reply to be sent */
data.lpISP = This->dp2->spData.lpISP;
lpMsg = DP_MSG_ExpectReply( This, &data,
DPMSG_WAIT_5_SECS,
DPMSGCMD_JUSTENVELOPE,
&lpMsg, &dwMsgSize );
}
}
void DP_MSG_ErrorReceived( IDirectPlay2AImpl* This, WORD wCommandId,
LPCVOID lpMsgBody, DWORD dwMsgBodySize )
{
LPCDPMSG_FORWARDADDPLAYERNACK lpcErrorMsg;
lpcErrorMsg = (LPCDPMSG_FORWARDADDPLAYERNACK)lpMsgBody;
ERR( "Received error message %u. Error is %s\n",
wCommandId, DPLAYX_HresultToString( lpcErrorMsg->errorCode) );
DebugBreak();
}