DirectX SDK |
The IDirectPlay4::SetPlayerData method associates an application-specific data block with a player ID.
HRESULT SetPlayerData( DPID idPlayer, LPVOID lpData, DWORD dwDataSize, DWORD dwFlags );
Returns DP_OK if successful, or one of the following error values otherwise:
DPERR_ACCESSDENIED |
DPERR_CONNECTIONLOST |
DPERR_INVALIDFLAGS |
DPERR_INVALIDOBJECT |
DPERR_INVALIDPARAMS |
DPERR_INVALIDPLAYER |
SetPlayerData should not be used for updating real-time information (such as position updates) due to the overhead introduced. It is much more efficient to use Send for this. SetPlayerData is more appropriate for shared state information that doesn't change very often and is not time critical (such as a player's name).
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. This method returns DPERR_ACCESSDENIED if you try to set player data for a remote player. A DPMSG_SETPLAYERORGROUPDATA system message will be sent to all players (including the sender) 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.
Windows NT/2000: Requires Windows 2000.
Windows 95/98: Requires Windows 95 or later. Available as a redistributable for Windows 95.
Header: Declared in dplay.h.
Import Library: Use dplayx.lib.
DPMSG_SETPLAYERORGROUPDATA, IDirectPlay4::GetPlayerData, IDirectPlay4::Send