| 1 | /* DirectPlay & DirectPlayLobby messaging implementation
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| 2 | *
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| 3 | * Copyright 2000 - Peter Hunnisett
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| 4 | *
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| 5 | * <presently under construction - contact hunnise@nortelnetworks.com>
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| 6 | *
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| 7 | */
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| 8 | #include <string.h>
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| 9 |
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| 10 | #include <odin.h>
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| 11 | #define ICOM_CINTERFACE 1
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| 12 | #define CINTERFACE
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| 13 |
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| 14 | #include "winbase.h"
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| 15 | #include "debugtools.h"
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| 16 |
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| 17 | #include "wingdi.h"
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| 18 | #include "winuser.h"
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| 19 | #include "winerror.h"
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| 20 |
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| 21 | #include "dplayx_messages.h"
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| 22 | #include "dplay_global.h"
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| 23 | #include "dplayx_global.h"
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| 24 |
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| 25 | DEFAULT_DEBUG_CHANNEL(dplay)
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| 26 |
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| 27 | #define debugstr_guid(a) a
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| 28 |
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| 29 | typedef struct tagMSGTHREADINFO
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| 30 | {
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| 31 | HANDLE hStart;
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| 32 | HANDLE hDeath;
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| 33 | HANDLE hSettingRead;
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| 34 | HANDLE hNotifyEvent;
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| 35 | } MSGTHREADINFO, *LPMSGTHREADINFO;
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| 36 |
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| 37 |
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| 38 | static DWORD CALLBACK DPL_MSG_ThreadMain( LPVOID lpContext );
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| 39 |
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| 40 | /* Create the message reception thread to allow the application to receive
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| 41 | * asynchronous message reception
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| 42 | */
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| 43 | DWORD CreateLobbyMessageReceptionThread( HANDLE hNotifyEvent, HANDLE hStart,
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| 44 | HANDLE hDeath, HANDLE hConnRead )
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| 45 | {
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| 46 | DWORD dwMsgThreadId;
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| 47 | LPMSGTHREADINFO lpThreadInfo;
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| 48 |
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| 49 | lpThreadInfo = (LPMSGTHREADINFO) HeapAlloc( GetProcessHeap(), 0, sizeof( *lpThreadInfo ) );
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| 50 | if( lpThreadInfo == NULL )
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| 51 | {
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| 52 | return 0;
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| 53 | }
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| 54 |
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| 55 | /* The notify event may or may not exist. Depends if async comm or not */
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| 56 | if( hNotifyEvent &&
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| 57 | !DuplicateHandle( GetCurrentProcess(), hNotifyEvent,
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| 58 | GetCurrentProcess(), &lpThreadInfo->hNotifyEvent,
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| 59 | 0, FALSE, DUPLICATE_SAME_ACCESS ) )
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| 60 | {
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| 61 | ERR( "Unable to duplicate event handle\n" );
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| 62 | goto error;
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| 63 | }
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| 64 |
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| 65 | /* These 3 handles don't need to be duplicated because we don't keep a
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| 66 | * reference to them where they're created. They're created specifically
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| 67 | * for the message thread
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| 68 | */
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| 69 | lpThreadInfo->hStart = hStart;
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| 70 | lpThreadInfo->hDeath = hDeath;
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| 71 | lpThreadInfo->hSettingRead = hConnRead;
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| 72 |
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| 73 | if( !CreateThread( NULL, /* Security attribs */
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| 74 | 0, /* Stack */
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| 75 | DPL_MSG_ThreadMain, /* Msg reception function */
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| 76 | lpThreadInfo, /* Msg reception func parameter */
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| 77 | 0, /* Flags */
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| 78 | &dwMsgThreadId /* Updated with thread id */
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| 79 | )
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| 80 | )
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| 81 | {
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| 82 | ERR( "Unable to create msg thread\n" );
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| 83 | goto error;
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| 84 | }
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| 85 |
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| 86 | /* FIXME: Should I be closing the handle to the thread or does that
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| 87 | terminate the thread? */
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| 88 |
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| 89 | return dwMsgThreadId;
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| 90 |
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| 91 | error:
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| 92 |
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| 93 | HeapFree( GetProcessHeap(), 0, lpThreadInfo );
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| 94 |
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| 95 | return 0;
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| 96 | }
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| 97 |
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| 98 | static DWORD CALLBACK DPL_MSG_ThreadMain( LPVOID lpContext )
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| 99 | {
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| 100 | LPMSGTHREADINFO lpThreadInfo = (LPMSGTHREADINFO)lpContext;
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| 101 | DWORD dwWaitResult;
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| 102 |
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| 103 | TRACE( "Msg thread created. Waiting on app startup\n" );
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| 104 |
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| 105 | /* Wait to ensure that the lobby application is started w/ 1 min timeout */
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| 106 | dwWaitResult = WaitForSingleObject( lpThreadInfo->hStart, 10000 /* 10 sec */ );
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| 107 | if( dwWaitResult == WAIT_TIMEOUT )
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| 108 | {
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| 109 | FIXME( "Should signal app/wait creation failure (0x%08lx)\n", dwWaitResult );
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| 110 | goto end_of_thread;
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| 111 | }
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| 112 |
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| 113 | /* Close this handle as it's not needed anymore */
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| 114 | CloseHandle( lpThreadInfo->hStart );
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| 115 | lpThreadInfo->hStart = 0;
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| 116 |
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| 117 | /* Wait until the lobby knows what it is */
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| 118 | dwWaitResult = WaitForSingleObject( lpThreadInfo->hSettingRead, INFINITE );
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| 119 | if( dwWaitResult == WAIT_TIMEOUT )
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| 120 | {
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| 121 | ERR( "App Read connection setting timeout fail (0x%08lx)\n", dwWaitResult );
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| 122 | }
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| 123 |
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| 124 | /* Close this handle as it's not needed anymore */
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| 125 | CloseHandle( lpThreadInfo->hSettingRead );
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| 126 | lpThreadInfo->hSettingRead = 0;
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| 127 |
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| 128 | TRACE( "App created && intialized starting main message reception loop\n" );
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| 129 |
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| 130 | for ( ;; )
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| 131 | {
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| 132 | MSG lobbyMsg;
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| 133 | #ifdef STRICT
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| 134 | HANDLE hNullHandle = NULL;
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| 135 | #else
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| 136 | HANDLE hNullHandle = 0;
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| 137 | #endif
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| 138 |
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| 139 | GetMessageW( &lobbyMsg, hNullHandle, 0, 0 );
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| 140 | }
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| 141 |
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| 142 | end_of_thread:
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| 143 | TRACE( "Msg thread exiting!\n" );
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| 144 | HeapFree( GetProcessHeap(), 0, lpThreadInfo );
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| 145 |
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| 146 | return 0;
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| 147 | }
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| 148 |
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| 149 |
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| 150 | HRESULT DP_MSG_SendRequestPlayerId( IDirectPlay2AImpl* This, DWORD dwFlags,
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| 151 | LPDPID lpdpidAllocatedId )
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| 152 | {
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| 153 | LPVOID lpMsg;
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| 154 | LPDPMSG_REQUESTNEWPLAYERID lpMsgBody;
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| 155 | DWORD dwMsgSize;
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| 156 | DWORD dwWaitReturn;
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| 157 | HRESULT hr = DP_OK;
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| 158 |
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| 159 | FIXME( "semi stub\n" );
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| 160 |
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| 161 | DebugBreak();
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| 162 |
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| 163 | dwMsgSize = This->dp2->spData.dwSPHeaderSize + sizeof( *lpMsgBody );
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| 164 |
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| 165 | lpMsg = HeapAlloc( GetProcessHeap(), HEAP_ZERO_MEMORY, dwMsgSize );
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| 166 |
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| 167 | lpMsgBody = (LPDPMSG_REQUESTNEWPLAYERID)( (BYTE*)lpMsg +
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| 168 | This->dp2->spData.dwSPHeaderSize );
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| 169 |
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| 170 | lpMsgBody->envelope.dwMagic = DPMSGMAGIC_DPLAYMSG;
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| 171 | lpMsgBody->envelope.wCommandId = DPMSGCMD_REQUESTNEWPLAYERID;
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| 172 | lpMsgBody->envelope.wVersion = DPMSGVER_DP6;
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| 173 |
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| 174 | lpMsgBody->dwFlags = dwFlags;
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| 175 |
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| 176 | /* FIXME: Need to have a more advanced queuing system as this needs to
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| 177 | * block on send until we get response. Otherwise we need to be
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| 178 | * able to ensure we can pick out the exact response. Of course,
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| 179 | * with something as non critical as this, would it matter? The
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| 180 | * id has been effectively reserved for this session...
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| 181 | */
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| 182 | {
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| 183 | DPSP_SENDDATA data;
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| 184 |
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| 185 | data.dwFlags = DPSEND_GUARANTEED;
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| 186 | data.idPlayerTo = 0; /* Name server */
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| 187 | data.idPlayerFrom = 0; /* Sending from DP */
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| 188 | data.lpMessage = lpMsg;
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| 189 | data.dwMessageSize = dwMsgSize;
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| 190 | data.bSystemMessage = TRUE; /* Allow reply to be sent */
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| 191 | data.lpISP = This->dp2->spData.lpISP;
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| 192 |
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| 193 | /* Setup for receipt */
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| 194 | This->dp2->hMsgReceipt = CreateEventA( NULL, FALSE, FALSE, NULL );
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| 195 |
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| 196 | hr = (*This->dp2->spData.lpCB->Send)( &data );
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| 197 |
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| 198 | if( FAILED(hr) )
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| 199 | {
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| 200 | ERR( "Request for new playerID send failed: %s\n",
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| 201 | DPLAYX_HresultToString( hr ) );
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| 202 | }
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| 203 | }
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| 204 |
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| 205 | dwWaitReturn = WaitForSingleObject( This->dp2->hMsgReceipt, 30000 );
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| 206 | if( dwWaitReturn != WAIT_OBJECT_0 )
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| 207 | {
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| 208 | ERR( "Wait failed 0x%08lx\n", dwWaitReturn );
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| 209 | }
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| 210 |
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| 211 | CloseHandle( This->dp2->hMsgReceipt );
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| 212 | This->dp2->hMsgReceipt = 0;
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| 213 |
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| 214 | /* Need to examine the data and extract the new player id */
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| 215 | /* I just hope that dplay doesn't return the whole new player! */
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| 216 |
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| 217 | return hr;
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| 218 | }
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| 219 |
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| 220 |
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| 221 | /* This function seems to cause a trap in the SP. It would seem unnecessary */
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| 222 | /* FIXME: Remove this method if not required */
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| 223 | HRESULT DP_MSG_OpenStream( IDirectPlay2AImpl* This )
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| 224 | {
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| 225 | HRESULT hr;
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| 226 | DPSP_SENDDATA data;
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| 227 |
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| 228 | data.dwFlags = DPSEND_OPENSTREAM;
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| 229 | data.idPlayerTo = 0; /* Name server */
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| 230 | data.idPlayerFrom = 0; /* From DP itself */
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| 231 | data.lpMessage = NULL;
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| 232 | data.dwMessageSize = This->dp2->spData.dwSPHeaderSize;
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| 233 | data.bSystemMessage = FALSE; /* FIXME? */
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| 234 | data.lpISP = This->dp2->spData.lpISP;
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| 235 |
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| 236 | hr = (*This->dp2->spData.lpCB->Send)( &data );
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| 237 |
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| 238 | if( FAILED(hr) )
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| 239 | {
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| 240 | ERR( "Request for open stream send failed: %s\n",
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| 241 | DPLAYX_HresultToString( hr ) );
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| 242 | }
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| 243 |
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| 244 | /* FIXME: hack to give some time for channel to open */
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| 245 | SleepEx( 1000 /* 1 sec */, FALSE );
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| 246 |
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| 247 | return hr;
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| 248 | }
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