1 This file contains information on the implementation of the direct play
2 and direct play lobby features. There's lots to do and I'm not exactly
3 implementing it overnight! Please lend a hand.
5 Most methods and APIs are but stubs at this point. Examine the code
6 to see what has been implemented. Use -debugmsg +dplay to get a
7 reasonably thourough description of what's going on.
9 Associated DirectX user header files are include/dplay.h, include/dplobby.h.
11 Implementation of the DPLAY and DPLAYX dlls are both in the dlls/dplayx
14 dplay.c: Implementation of all the direct play object interfaces.
15 dplobby.c: Implementation of all the direct play lobby interfaces.
16 dpclassfactory.c: Implementation of the COM class factory which can create either
17 direct play lobby or direct play lobby interfaces.
18 dplayx_global.c: Implementation of all things which are associated with dplay on
19 the computer - ie shared resources and such. Methods in this
20 compilation unit should not call anything out side this unit.
21 name_server.c: Implementation of all things which are associated with the name
23 dplayx_main.c: LibMain executed for loading and unloading the dll. This will make
24 the call to dplayx_global.c to request initialization and destruction
27 Presently the architectural relationship between this files is a little shakey, but
28 isn't so sufficiently bad that it needs fixing yet.
30 I think I can safely say that any application which requires direct play
31 or direct play lobby will not work at this point. Priority will be to get
32 examples from the sdk running. Once they're at least partially working, I can
33 get down to trying to get some of the games working.
35 A small issue will be the fact that DirectX 6.1(ie. DirectPlay4) introduces a layer of functionality
36 inside the DP objects which provide guaranteed protocol delivery. This is
37 even if the native protocol, IPX or modem for instance, doesn't guarantee it. I'm going to leave
38 this kind of implementation to as close to the end as possible. However, I
39 will implement an abstraction layer, where possible, for this functionality.
40 It will do nothing to start, but will require only the implementation of the
41 guaranteness to give final implementation.
45 - (done) Header files for DP4 and DPL3
46 - (done) Add stub functions for all DP4 and DPL3 interfaces
47 - (done) Correct naming of the parameters for DP3 and DPL2
48 - (done) Seperate out DP and DPL into multiple .c files
49 - (done) Allow CoCreateInstance to create the new interfaces
50 - (started)Implement mutual exclusion on object data for existing functions
51 - (done) Create and move to correct dll directories (dplay and dplayx)
52 - (done) Implement dplay in terms of dplayx
53 - (done) Need a better internal implementation for the objects which scales and
54 preferably doesn't involve casting structures. Solution is a crude ctor/dtor
55 which can actually trap some runtime errors.
56 - (done) More generic initialization and destruction helper methods based off
57 the chosen internal implementation. Solution is a crude ctor/dtor.
58 - Use only windows routines where an equivalent is available
59 - (done) Fix wine dplay.h and dplobby.h header files to allow apps to create the ansi versions
60 - (started) Port some WineLib test programs using sdk programs (both C and C++ progs)
61 - (done) Implement a lib main for the dplayx dll (required for RunApplication, etc.)
62 - Figure out how to share the global memory correctly
63 - Ensure that all dll stubs are present and the ordinals are correct
64 - (started) Implementation of functionality
65 - Addition of DirectX 7.0 functionality for direct play (try to catch that moving train)
67 - Implement some WineLib test programs using sdk programs as a skeleton
68 - (done) Change all RegEnumKey calls to RegEnumKeyEx.
69 - Change RegEnumKeyEx enumeration pattern to allow error handling and to
70 share registry implementation (or at least simplify).
71 - Add in appropriate RegCloseKey calls for all the opening we're doing...
72 - Fix all the buffer sizes for registry calls. They're off by one - but in a safe direction.
73 - Find out how to call the service provider dlls - they don't have a published interface!
74 - Fix race condition on interface destruction
75 - Handles need to be correctly reference counted
76 - Need to check if we need to deallocate any list objects when destroying
79 Programs to make work:
80 - lserver.exe (from sdk)
81 - override.exe (from sdk)
82 - dpchat.exe (from sdk)
84 - dplaunch.exe (from sdk)
86 Next API to implement on a per SDK program basis:
88 - fixme:dplay:DirectPlayCreate Modem binding not supported yet
89 - DirectPlay3AImpl_InitializeConnection
90 - DirectPlay2AImpl_Open
94 - IDirectPlayLobbyAImpl_RunApplication
95 (need address space separation or else rebuild all sdk examples)
98 - IDirectPlayLobby2WImpl_Connect
99 - fixme:dplay:DirectPlayCreate Modem binding not supported yet
100 - IDirectPlay3WImpl_CreatePlayer
101 - IDirectPlay3WImpl_CreateGroup
102 - IDirectPlay3WImpl_SetGroupData
103 - IDirectPlay3WImpl_Send
107 - DP_SendSessionRequestBroadcast (implement the name server stuff)
111 - IDirectPlayLobby3AImpl_ConnectEx
115 - DirectPlayCreate Service provider binding not supported yet
120 - look at problem with parsing the resource file for dplaunch. wrc problem?
121 - I should be getting the dialog box to come up for dpchat when something is selected
122 Call OLE32.7: CoCreateInstance(010017f0,00000000,00000001,010017e0,010094b4) ret=01002f38 fs=0237
123 Call ADVAPI32.188: RegOpenKeyExA(80000002,5e08dd90 "Software\\Microsoft\\DirectPlay\\Compatibility",00000000,00020019,40e7f49c) ret=5e0b6e5a fs=0237
126 Peter Hunnisett - hunnise@nortelnetworks.com