DPMSG_SENDCOMPLETE

Sent to the receive queue to inform the application of the completion status of an asynchronous send. This message is generated by default whenever an asynchronous message is sent using the DPSEND_ASYNC flag in IDirectPlay4::SendEx.

Syntax

typedef struct{
    DWORD    dwType;
    DPID     idFrom;
    DPID     idTo;
    DWORD    dwFlags;
    DWORD    dwPriority;
    DWORD    dwTimeout;
    LPVOID   lpContext;
    DWORD    dwMsgID;
    HRESULT  hr;
    DWORD    dwSendTime;
} DPMSG_SENDCOMPLETE, FAR *LPDPMSG_SENDCOMPLETE;

Members

dwType
Value that identifies the message. This member is DPSYS_SENDCOMPLETE.
idFrom
DPID of the player who sent the message.
idTo
DPID of the player the message was sent to.
dwFlags
Flags specified in SendEx when the message was sent.
dwPriority
Priority that the message was sent at.
dwTimeout
Timeout specified when the message was sent (specified in SendEx). Zero indicates the default timeout.
lpContext
lpContext parameter supplied by the application to SendEx.
dwMsgID
dwMsgID returned to the application by DirectPlay through SendEx.
hr
HRESULT of the asynchronous message. Can be one of the following values.
DP_OK – message was successfully sent.
DPERR_ABORTED – message was cancelled while it was being transmitted.
DPERR_CANCELLED – message was cancelled while it was still in the send queue.
DPERR_GENERIC – message could not be sent.
DPERR_TIMEOUT – message timed out and was removed from the send queue.
dwSendTime
The elapsed time, in milliseconds, between the time the message was sent by the application (by calling SendEx) and the time DirectPlay was able to send the message. This includes the time spent in the send queue and the time to hand the message off to the service provider. For guaranteed messages, this also includes the time to acknowledge delivery of the message.

See Also

IDirectPlay4::SendEx


Top of Page Top of Page
© 1998 Microsoft Corporation. All rights reserved. Terms of Use.