DirectX SDK |
The DirectPlay4.SetGroupData method associates an application-specific data block with a group ID. Only the computer that created the group can change the remote data associated with it.
object.SetGroupData(GroupId As Long, _ data As String, _ flags As CONST_DPSETFLAGS)
If the method fails, an error is raised and Err.Number may be set to one of the following values:
DPERR_ACCESSDENIED |
DPERR_CONNECTIONLOST |
DPERR_INVALIDGROUP |
DPERR_INVALIDOBJECT |
DPERR_INVALIDPARAMS |
DirectPlay can maintain two types of group 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 players (including the sender) notifying them of the change unless DPSESSION_NODATAMESSAGES is set in the session description. You can safely store pointers to resources in the local data; the local data block is available (in the DPSYS_DESTROYPLAYERORGROUP system message) when the group is being destroyed, so that the application can free those resources.
This method should not be used for updating real-time information (such as position updates) because of the overhead introduced. DirectPlay4.Send is much more efficient for updating real-time information. SetGroupData is more appropriate for shared-state information that does not change often and is not time-critical (such as a team color).