Merge documentation/status/directplay into the code.
diff --git a/dlls/dplayx/dpclassfactory.c b/dlls/dplayx/dpclassfactory.c
index 7eb68cd..e9523a7 100644
--- a/dlls/dplayx/dpclassfactory.c
+++ b/dlls/dplayx/dpclassfactory.c
@@ -1,4 +1,5 @@
-/*
+/* COM class factory for direct play lobby interfaces.
+ *
* Copyright 1999, 2000 Peter Hunnisett
*
* This library is free software; you can redistribute it and/or
diff --git a/dlls/dplayx/dplay.c b/dlls/dplayx/dplay.c
index a67616e..9533af2 100644
--- a/dlls/dplayx/dplay.c
+++ b/dlls/dplayx/dplay.c
@@ -2,8 +2,6 @@
*
* Copyright 1998,1999,2000,2001 - Peter Hunnisett
*
- * <presently under construction - contact hunnise@nortelnetworks.com>
- *
* 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
diff --git a/dlls/dplayx/dplayx_global.c b/dlls/dplayx/dplayx_global.c
index d344285..909253e 100644
--- a/dlls/dplayx/dplayx_global.c
+++ b/dlls/dplayx/dplayx_global.c
@@ -17,10 +17,17 @@
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- */
-
-/* NOTE: Methods that begin with DPLAYX_ are used for dealing with
- * dplayx.dll data which is accessible from all processes.
+ *
+ *
+ * NOTES:
+ * o 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.
+ * o Methods that begin with DPLAYX_ are used for dealing with
+ * dplayx.dll data which is accessible from all processes.
+ *
*/
#include <stdarg.h>
diff --git a/dlls/dplayx/dplayx_main.c b/dlls/dplayx/dplayx_main.c
index 84d5903..d79e535 100644
--- a/dlls/dplayx/dplayx_main.c
+++ b/dlls/dplayx/dplayx_main.c
@@ -18,6 +18,44 @@
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ *
+ * NOTES
+ * o DPMSGCMD_ENUMSESSIONSREPLY & DPMSGCMD_ENUMSESSIONSREQUEST
+ * Have most fields understood, but not all. Everything seems to work.
+ * o DPMSGCMD_REQUESTNEWPLAYERID & DPMSGCMD_NEWPLAYERIDREPLY
+ * Barely work. This needs to be completed for sessions to start.
+ * o 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:
+ * - Implement mutual exclusion on object data for existing functions
+ * - Ensure that all dll stubs are present and the ordinals are correct
+ * - Addition of DirectX 7.0 functionality for direct play
+ * - Implement some WineLib test programs using sdk programs as a skeleton
+ * - 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.
+ * - Fix race condition on interface destruction
+ * - Handles need to be correctly reference counted
+ * - Check if we need to deallocate any list objects when destroying
+ * a dplay interface
+ * - RunApplication process spawning needs to have correct syncronization.
+ * - Need to get inter lobby messages working.
+ * - Decypher dplay messages between applications and implement...
+ * - Need to implement lobby session spawning.
+ * - Improve footprint and realtime blocking by setting up a separate data share
+ * between lobby application and client since there can be multiple apps per
+ * client. Also get rid of offset dependency by making data offset independent
+ * somehow.
*/
#include <stdarg.h>
diff --git a/dlls/dplayx/dplayx_messages.c b/dlls/dplayx/dplayx_messages.c
index 6d5d442..8be8ea9 100644
--- a/dlls/dplayx/dplayx_messages.c
+++ b/dlls/dplayx/dplayx_messages.c
@@ -2,8 +2,6 @@
*
* Copyright 2000,2001 - Peter Hunnisett
*
- * <presently under construction - contact hunnise@nortelnetworks.com>
- *
* 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
@@ -17,6 +15,9 @@
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ *
+ * NOTES
+ * o Messaging interface required for both DirectPlay and DirectPlayLobby.
*/
#include <stdarg.h>
@@ -509,4 +510,3 @@
wCommandId, DPLAYX_HresultToString( lpcErrorMsg->errorCode) );
DebugBreak();
}
-
diff --git a/dlls/dplayx/dplayx_queue.h b/dlls/dplayx/dplayx_queue.h
index 9ca3abd..814f684 100644
--- a/dlls/dplayx/dplayx_queue.h
+++ b/dlls/dplayx/dplayx_queue.h
@@ -15,6 +15,12 @@
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ *
+ * NOTES
+ * o Linked list implementation for dplay/dplobby. Based off of the BSD
+ * version found in <sys/queue.h>
+ * o Port it to <wine/list.h> ?
+ *
*/
#ifndef __WINE_DPLAYX_QUEUE_H
diff --git a/documentation/status/directplay b/documentation/status/directplay
deleted file mode 100644
index 1933a80..0000000
--- a/documentation/status/directplay
+++ /dev/null
@@ -1,172 +0,0 @@
-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.
-
-dplaysp.c,
-dplaysp.h: COM interface between DPLAYX and the service provider dlls. dplaysp.h is
- something that should be included into any service provider. Basically
- the COM interface is partially documented but is generally lacking in the
- finer points.
-
-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 directlobby or directplay messaging.
-
-Messages which work:
-
-For session enumeration: DPMSGCMD_ENUMSESSIONSREPLY & DPMSGCMD_ENUMSESSIONSREQUEST
- have most fields understood, but not all. Everything _seems_
- to work.
-
-For playerid requesting: DPMSGCMD_REQUESTNEWPLAYERID & DPMSGCMD_NEWPLAYERIDREPLY
- barely work. This needs to be completed for sessions to be
- able to actually start.
-
-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) Separate 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.
- - (done) 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.
- - Decypher dplay messages between applications and implement...
- - Need to implement lobby session spawning.
-
-ENHANCEMENTS:
- - Improve footprint and realtime blocking by setting up a separate data share
- between lobby application and client since there can be multiple apps per
- client. Also get rid of offset dependency by making data offset independent
- somehow.
- - 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
- - (calls dpserial so basic problems with that remain)
- - after that ?
-
- dplaunch.exe
- - I think that everything is basically working. The launched app may not
- work on the other hand.
-
- lserver.exe
- - Missing messaging portion. Everything else works.
-
- bellhop.exe
- - Need to implement lobby server support.
- - ?
-
- dpslots.exe
- - Works as host except for message stuff
- - Missing correct handling of receipt of playerid
-
-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