173 lines
8.0 KiB
Plaintext
173 lines
8.0 KiB
Plaintext
This file contains information on the implementation of the direct play
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and direct play lobby features. There's lots to do and I'm not exactly
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implementing it overnight! Please lend a hand.
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Most methods and APIs are but stubs at this point. Examine the code
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to see what has been implemented. Use -debugmsg +dplay to get a
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reasonably thourough description of what's going on.
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Associated DirectX user header files are include/dplay.h, include/dplobby.h.
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Implementation of the DPLAY and DPLAYX dlls are both in the dlls/dplayx
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directory. Here's a brief description of the function of each of the files in that
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directory:
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dplay.c: Implementation of all the direct play object interfaces.
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dplobby.c: Implementation of all the direct play lobby interfaces.
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dpclassfactory.c: Implementation of the COM class factory which can create either
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direct play lobby or direct play lobby interfaces.
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dpinit.h: Header file so that dpclassfactory.c can access dplay and dplobby query
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functions. Shouldn't be included by anything else.
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dplayx_global.h,
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dplayx_global.c: Implementation of all things which are associated with dplay on
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the computer - ie shared resources and such. Methods in this
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compilation unit should not call anything out side this unit
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excepting base windows services and an interface to start the
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messaging thread.
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name_server.h,
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name_server.c: Implementation of all things which are associated with the name
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server functionality
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dplayx_main.c: LibMain executed for loading and unloading the dll. This will make
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the call to dplayx_global.c to request initialization and destruction
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of any global data.
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dplayx_queue.h: Linked list implementation for dplay/dplobby. Based off of the BSD
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version found in <sys/queue.h>
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dplayx_messages.h,
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dplayx_messages.c: Messaging interface required for both DirectPlay and
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DirectPlayLobby.
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dplaysp.c,
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dplaysp.h: COM interface between DPLAYX and the service provider dlls. dplaysp.h is
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something that should be included into any service provider. Basically
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the COM interface is partially documented but is generally lacking in the
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finer points.
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Presently the architectural relationship between this files is a little shakey, but
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isn't so sufficiently bad that it needs fixing yet.
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I think I can safely say that any application which requires direct play
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or direct play lobby will not work at this point. Priority will be to get
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examples from the sdk running. Once they're at least partially working, I can
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get down to trying to get some of the games working.
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However, now that address separation is a reality, all binary samples provided
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in the sdk can be used. I have had success spawning processes and one
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directx7 example will allow creation of an app and allow another to join it.
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Unfortunately, there isn't much for it to be able to do give the state of
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inter directlobby or directplay messaging.
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Messages which work:
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For session enumeration: DPMSGCMD_ENUMSESSIONSREPLY & DPMSGCMD_ENUMSESSIONSREQUEST
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have most fields understood, but not all. Everything _seems_
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to work.
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For playerid requesting: DPMSGCMD_REQUESTNEWPLAYERID & DPMSGCMD_NEWPLAYERIDREPLY
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barely work. This needs to be completed for sessions to be
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able to actually start.
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A small issue will be the fact that DirectX 6.1(ie. DirectPlay4) introduces a layer of functionality
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inside the DP objects which provide guaranteed protocol delivery. This is
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even if the native protocol, IPX or modem for instance, doesn't guarantee it. I'm going to leave
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this kind of implementation to as close to the end as possible. However, I
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will implement an abstraction layer, where possible, for this functionality.
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It will do nothing to start, but will require only the implementation of the
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guaranteness to give final implementation.
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TODO:
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- (done) Header files for DP4 and DPL3
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- (done) Add stub functions for all DP4 and DPL3 interfaces
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- (done) Correct naming of the parameters for DP3 and DPL2
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- (done) Separate out DP and DPL into multiple .c files
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- (done) Allow CoCreateInstance to create the new interfaces
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- (started)Implement mutual exclusion on object data for existing functions
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- (done) Create and move to correct dll directories (dplay and dplayx)
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- (done) Implement dplay in terms of dplayx
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- (done) Need a better internal implementation for the objects which scales and
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preferably doesn't involve casting structures. Solution is a crude ctor/dtor
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which can actually trap some runtime errors.
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- (done) More generic initialization and destruction helper methods based off
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the chosen internal implementation. Solution is a crude ctor/dtor.
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- Use only windows routines where an equivalent is available
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- (done) Fix wine dplay.h and dplobby.h header files to allow apps to create the ansi versions
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- (started) Port some WineLib test programs using sdk programs (both C and C++ progs)
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- (done) Implement a lib main for the dplayx dll (required for RunApplication, etc.)
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- (done)Figure out how to share the global memory correctly
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- Ensure that all dll stubs are present and the ordinals are correct
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- (started) Implementation of functionality
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- Addition of DirectX 7.0 functionality for direct play (try to catch that moving train)
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- bug fixes ;)
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- Implement some WineLib test programs using sdk programs as a skeleton
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- (done) Change all RegEnumKey calls to RegEnumKeyEx.
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- Change RegEnumKeyEx enumeration pattern to allow error handling and to
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share registry implementation (or at least simplify).
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- Add in appropriate RegCloseKey calls for all the opening we're doing...
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- Fix all the buffer sizes for registry calls. They're off by one - but in a safe direction.
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- (done) Find out how to call the service provider dlls - they don't have a published interface!
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- Fix race condition on interface destruction
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- Handles need to be correctly reference counted
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- Need to check if we need to deallocate any list objects when destroying
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dplay interface
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- RunApplication process spawning needs to have correct syncronization.
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- Need to get inter lobby messages working.
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- Decypher dplay messages between applications and implement...
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- Need to implement lobby session spawning.
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ENHANCEMENTS:
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- Improve footprint and realtime blocking by setting up a separate data share
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between lobby application and client since there can be multiple apps per
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client. Also get rid of offset dependency by making data offset independent
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somehow.
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- Handle everything in UNICODE (as server does) and do conversions for ANSI
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interfaces. Should cut down on dplayx code base and maintanability (marginally)
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and could be used to improve efficiency of dialog with the server (it wouldn't
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have to do ANSI<->UNICODE transformations).
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Programs to make work:
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- lserver.exe (from sdk)
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- override.exe (from sdk)
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- dpchat.exe (from sdk)
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- duel.exe (from sdk)
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- dplaunch.exe (from sdk)
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Next API to implement on a per SDK program basis:
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override.exe
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- (calls dpserial so basic problems with that remain)
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- after that ?
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dplaunch.exe
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- I think that everything is basically working. The launched app may not
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work on the other hand.
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lserver.exe
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- Missing messaging portion. Everything else works.
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bellhop.exe
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- Need to implement lobby server support.
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- ?
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dpslots.exe
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- Works as host except for message stuff
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- Missing correct handling of receipt of playerid
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Other TODO:
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- look at problem with parsing the resource file for dplaunch. wrc problem?
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- I should be getting the dialog box to come up for dpchat when something is selected
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Call OLE32.7: CoCreateInstance(010017f0,00000000,00000001,010017e0,010094b4) ret=01002f38 fs=0237
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Call ADVAPI32.188: RegOpenKeyExA(80000002,5e08dd90 "Software\\Microsoft\\DirectPlay\\Compatibility",00000000,00020019,40e7f49c) ret=5e0b6e5a fs=0237
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Peter Hunnisett - hunnise@nortelnetworks.com
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