Re: First implementation of a directplay service provider
On Saturday 10 February 2007 19:39, Alessandro Pignotti wrote:
I'm working to implement a service provider compatible with the protocol used by directplay over TCP/IP. Currently i've implemented the lobby code and tested it against simpleconnect.exe and chatconnect.exe from the DirectX 7 SDK.
At the very end of the patch, you missed a C++ style comment. (+ data->dwReserved1=0x1f4; //Values taken from registry (are they useful at all?)) Btw, I think you should set that data to NULL for now, rather than any random magic value. You shouldn't need the +#define LOBBYINFORMATIONFLAG_CLIENTSERVER 0x00000001 +#define LOBBYINFORMATIONFLAG_MIGRATEHOST 0x00000004 +#define LOBBYINFORMATIONFLAG_NODPSRV 0x00000040 +#define LOBBYINFORMATIONFLAG_PASSWORD 0x00000080 +#define LOBBYINFORMATIONFLAG_NOENUMS 0x00000100 +#define LOBBYINFORMATIONFLAG_FASTSIGN 0x00000200 +#define LOBBYINFORMATIONFLAG_FULLSIGN 0x00000400 +#define LOBBYINFORMATIONFLAG_ENCAPSULATE 0x00002000 stuff, as dplay.h defines that already, iirc. + inf->lobbyID=0x01020304;//Just a fixed Id now, will randomize someday There is some pattern to the DPIDs after the first. They're not random. I just didn't quite figure out how it works yet. Btw, you missed a C++ style comment there.. A few lines over that line, too. You're not sending a dplay version in your header so far. Is that intentional? Why are you declaring dummy functions and then comment out setting them in SPInit()? Good work, anyhow. Kai -- Kai Blin, <kai Dot blin At gmail Dot com> WorldForge developer http://www.worldforge.org/ Wine developer http://wiki.winehq.org/KaiBlin/ -- Will code for cotton.
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Kai Blin