Errors are represented by negative values and cannot be combined. This table lists the values that can be returned by all IDirectPlay methods. For a list of the error codes each method is capable of returning, see the individual method descriptions.
The request completed successfully.
The session is full or an incorrect password was supplied.
The requested operation cannot be performed because there are existing active players.
This object is already initialized.
The supplied buffer is not large enough to contain the requested data.
The DirectPlay message queue is full.
The player cannot be added to the session.
A new player cannot be created.
The capabilities of the DirectPlay object have not been determined yet. This error will occur if the DirectPlay object is implemented on a connectivity solution that requires polling to determine available bandwidth and latency.
An exception occurred when processing the request.
An undefined error condition occurred.
The flags passed to this function are invalid.
The DirectPlay object pointer is invalid.
One or more of the parameters passed to the function are invalid.
The player ID is not recognized as a valid player ID for this game session.
The communication link underneath DirectPlay is not capable of this function.
No communication link was established.
There are no messages to be received.
No name server could be found or created. A name server must exist in order to create a player.
There are no active players in the session.
There are no existing sessions for this game.
There is insufficient memory to perform the requested operation.
The message buffer passed to the IDirectPlay::Send method is larger than allowed.
The operation could not be completed in the specified time.
The requested service provider or session is not available.
The function is not available in this implementation.
The user canceled the connection process during a call to the IDirectPlay::Open method.