Message sent by a lobby to an application in response to a DPLMSG_GETPROPERTY message. The request that is being filled is identified by the dwRequestID parameter.
typedef struct {
DWORD dwType;
DWORD dwRequestID
GUID guidPlayer;
GUID guidPropertyTag;
HRESULT hr;
DWORD dwDataSize;
DWORD dwPropertyData[1];
} DPLMSG_GETPROPERTYRESPONSE, FAR *LPDPLMSG_GETPROPERTYRESPONSE;
Members
Identifies the message. This value is DPSYS_ GETPROPERTYRESPONSE.
The ID that identifies the DPLMSG_GETPROPERTY message that this message is in response to.
GUID identifying the player that this property applies to (if applicable). If the property is not player-specific, this member will be set to GUID_NULL. This will be the same as the GUID from the DPLMSG_GETPROPERTY message.
A GUID identifying the property that is being requested. This will be the same as the GUID from the DPLMSG_GETPROPERTY message.
Return code for the get property request. One of the following values:
DP_OK - successfully returned the property.
DPERR_UNKNOWN - the requested property is unknown to the lobby.
DPERR_UNAVAILABLE - the requested property is unavailable.
The size, in bytes, of the property data.
A variable-size buffer that contains the property data. The property tag will define how to interpret this data.
Remarks
A lobby must either respond to all DPLMSG_GETPROPERTY requests or none of them.
When constructing this message, the lobby needs to allocate enough memory to hold the DPLMSG_GETPROPERTYRESPONSE structure and the complete property data. For example, if the property data requires 52 bytes, the lobby will allocate (sizeof(DPLMSG_GETPROPERTYRESPONSE) + 52) bytes and assign it to a DPLMSG_GETPROPERTYRESPONSE pointer.
See Also