| This file contains information on the implementation of the direct play |
| and direct play lobby features. There's lots to do and I'm not exactly |
| implementing it overnight! Please lend a hand. |
| |
| Most methods and APIs are but stubs at this point. Examine the code |
| to see what has been implemented. Use -debugmsg +dplay to get a |
| reasonably thourough description of what's going on. |
| |
| Associated DirectX user header files are include/dplay.h, include/dplobby.h. |
| |
| Implementation of the DPLAY and DPLAYX dlls are both in the dlls/dplayx |
| directory. Here's a brief description of the function of each of the files in that |
| directory: |
| |
| dplay.c: Implementation of all the direct play object interfaces. |
| |
| dplobby.c: Implementation of all the direct play lobby interfaces. |
| |
| dpclassfactory.c: Implementation of the COM class factory which can create either |
| direct play lobby or direct play lobby interfaces. |
| |
| dpinit.h: Header file so that dpclassfactory.c can access dplay and dplobby query |
| functions. Shouldn't be included by anything else. |
| |
| dplayx_global.h, |
| dplayx_global.c: Implementation of all things which are associated with dplay on |
| the computer - ie shared resources and such. Methods in this |
| compilation unit should not call anything out side this unit |
| excepting base windows services and an interface to start the |
| messaging thread. |
| |
| name_server.h, |
| name_server.c: Implementation of all things which are associated with the name |
| server functionality |
| |
| dplayx_main.c: LibMain executed for loading and unloading the dll. This will make |
| the call to dplayx_global.c to request initialization and destruction |
| of any global data. |
| |
| dplayx_queue.h: Linked list implementation for dplay/dplobby. Based off of the BSD |
| version found in <sys/queue.h> |
| |
| dplayx_messages.h, |
| dplayx_messages.c: Messaging interface required for both DirectPlay and |
| DirectPlayLobby. |
| |
| Presently the architectural relationship between this files is a little shakey, but |
| isn't so sufficiently bad that it needs fixing yet. |
| |
| I think I can safely say that any application which requires direct play |
| or direct play lobby will not work at this point. Priority will be to get |
| examples from the sdk running. Once they're at least partially working, I can |
| get down to trying to get some of the games working. |
| |
| However, now that address separation is a reality, all binary samples provided |
| in the sdk can be used. I have had success spawning processes and one |
| directx7 example will allow creation of an app and allow another to join it. |
| Unfortunately, there isn't much for it to be able to do give the state of |
| inter lobby messaging. |
| |
| A small issue will be the fact that DirectX 6.1(ie. DirectPlay4) introduces a layer of functionality |
| inside the DP objects which provide guaranteed protocol delivery. This is |
| even if the native protocol, IPX or modem for instance, doesn't guarantee it. I'm going to leave |
| this kind of implementation to as close to the end as possible. However, I |
| will implement an abstraction layer, where possible, for this functionality. |
| It will do nothing to start, but will require only the implementation of the |
| guaranteness to give final implementation. |
| |
| |
| TODO: |
| - (done) Header files for DP4 and DPL3 |
| - (done) Add stub functions for all DP4 and DPL3 interfaces |
| - (done) Correct naming of the parameters for DP3 and DPL2 |
| - (done) Seperate out DP and DPL into multiple .c files |
| - (done) Allow CoCreateInstance to create the new interfaces |
| - (started)Implement mutual exclusion on object data for existing functions |
| - (done) Create and move to correct dll directories (dplay and dplayx) |
| - (done) Implement dplay in terms of dplayx |
| - (done) Need a better internal implementation for the objects which scales and |
| preferably doesn't involve casting structures. Solution is a crude ctor/dtor |
| which can actually trap some runtime errors. |
| - (done) More generic initialization and destruction helper methods based off |
| the chosen internal implementation. Solution is a crude ctor/dtor. |
| - Use only windows routines where an equivalent is available |
| - (done) Fix wine dplay.h and dplobby.h header files to allow apps to create the ansi versions |
| - (started) Port some WineLib test programs using sdk programs (both C and C++ progs) |
| - (done) Implement a lib main for the dplayx dll (required for RunApplication, etc.) |
| - (done)Figure out how to share the global memory correctly |
| - Ensure that all dll stubs are present and the ordinals are correct |
| - (started) Implementation of functionality |
| - Addition of DirectX 7.0 functionality for direct play (try to catch that moving train) |
| - bug fixes ;) |
| - Implement some WineLib test programs using sdk programs as a skeleton |
| - (done) Change all RegEnumKey calls to RegEnumKeyEx. |
| - Change RegEnumKeyEx enumeration pattern to allow error handling and to |
| share registry implementation (or at least simplify). |
| - Add in appropriate RegCloseKey calls for all the opening we're doing... |
| - Fix all the buffer sizes for registry calls. They're off by one - but in a safe direction. |
| - Find out how to call the service provider dlls - they don't have a published interface! |
| - Fix race condition on interface destruction |
| - Handles need to be correctly reference counted |
| - Need to check if we need to deallocate any list objects when destroying |
| dplay interface |
| - RunApplication process spawning needs to have correct syncronization. |
| - Need to get inter lobby messages working. |
| |
| ENHANCEMENTS: |
| - Improve footprint and realtime blocking by setting up a seperate data share |
| between lobby application and client since there can be multiple apps per |
| client. |
| - Handle everything in UNICODE (as server does) and do conversions for ANSI |
| interfaces. Should cut down on dplayx code base and maintanability (marginally) |
| and could be used to improve efficiency of dialog with the server (it wouldn't |
| have to do ANSI<->UNICODE transformations). |
| |
| |
| |
| Programs to make work: |
| - lserver.exe (from sdk) |
| - override.exe (from sdk) |
| - dpchat.exe (from sdk) |
| - duel.exe (from sdk) |
| - dplaunch.exe (from sdk) |
| |
| Next API to implement on a per SDK program basis: |
| override.exe |
| - fixme:dplay:DirectPlayCreate Modem binding not supported yet |
| - DirectPlay3AImpl_InitializeConnection |
| - DirectPlay2AImpl_Open |
| - ? |
| |
| dplaunch.exe |
| - Just needs final process startup messages to be exchanged correctly! |
| |
| lserver.exe |
| - IDirectPlayLobby2WImpl_Connect |
| - fixme:dplay:DirectPlayCreate Modem binding not supported yet |
| - IDirectPlay3WImpl_CreatePlayer |
| - IDirectPlay3WImpl_CreateGroup |
| - IDirectPlay3WImpl_SetGroupData |
| - IDirectPlay3WImpl_Send |
| - ? |
| |
| bellhop.exe |
| - DP_SendSessionRequestBroadcast (implement the name server stuff) |
| - ? |
| |
| dpslots.exe |
| - IDirectPlayLobby3AImpl_ConnectEx |
| - ? |
| |
| override.exe |
| - DirectPlayCreate Service provider binding not supported yet |
| - ? |
| |
| Other TODO: |
| |
| - look at problem with parsing the resource file for dplaunch. wrc problem? |
| - I should be getting the dialog box to come up for dpchat when something is selected |
| Call OLE32.7: CoCreateInstance(010017f0,00000000,00000001,010017e0,010094b4) ret=01002f38 fs=0237 |
| Call ADVAPI32.188: RegOpenKeyExA(80000002,5e08dd90 "Software\\Microsoft\\DirectPlay\\Compatibility",00000000,00020019,40e7f49c) ret=5e0b6e5a fs=0237 |
| |
| |
| Peter Hunnisett - hunnise@nortelnetworks.com |