IDirectPlay2::SetPlayerData

HRESULT SetPlayerData(DPID idPlayer, LPVOID lpData,

DWORD dwDataSize, DWORD dwFlags);

Associates an application-specific data block with a player ID.

·Returns DP_OK if successful, or one of the following error values otherwise:

DPERR_INVALIDFLAGS

DPERR_INVALIDOBJECT

DPERR_INVALIDPLAYER

idPlayer

ID of the player for which data is being set.

lpData

Address of the data to be set. Set this parameter to NULL to clear out any existing player data.

dwDataSize

Size of the data buffer

dwFlags

If this parameter is set to 0, the remote player data will be set and propagated by using nonguaranteed messaging.

DPSET_REMOTE

This data is for use by all the applications, and will be propagated to all the other applications in the session.

DPSET_LOCAL

This data is for local use only and will not be propagated.

DPSET_GUARANTEED

Propagates the data by using guaranteed messaging (if available). This flag can only be used with DPSET_REMOTE.

DirectPlay can maintain two types of player data: local and remote. Local data is available only to the application on the local computer. Remote data is propagated to all the other applications in the session. A DPSYS_SETPLAYERORGROUPDATA system message will be sent to all the other players notifying them of the change unless DPSESSION_NODATAMESSAGES is set in the session description. It is safe to store pointers to resources in the local data; the local data block is available (in the DPMSG_DESTROYPLAYERORGROUP system message) when the player is being destroyed, so the application can free those resources. For a list of system messages, see Using System Messages.