DPL_MSGID_CONNECT
Microsoft® DirectPlay® generates a DPL_MSGID_CONNECT message when a lobby client connects to the lobbied application through the IDirectPlay8LobbyClient::ConnectApplication method.
DPL_MESSAGE_CONNECT
The DPL_MESSAGE_CONNECT structure is passed with the DPL_MSGID_CONNECT message.
typedef struct _DPL_MESSAGE_CONNECT{
DWORD dwSize;
DPNHANDLE hConnectId;
PDPL_CONNECTION_SETTINGS pdplConnectionSettings;
PVOID pvLobbyConnectData;
DWORD dwLobbyConnectDataSize;
PVOID pvConnectionContext;
} DPL_MESSAGE_CONNECT, *PDPL_MESSAGE_CONNECT;
- dwSize
- Size of the DPL_MESSAGE_CONNECT message structure. The application must set this member before it uses the structure.
- hConnectId
- Handle used to identify the connection. This handle is used in subsequent calls to IDirectPlay8LobbyClient::Send and IDirectPlay8LobbyClient::ReleaseApplication.
- pdplConnectionSettings
- Pointer to a DPL_CONNECTION_SETTINGS structure with connection information.
- pvLobbyConnectData
- Pointer to lobby connection data.
- dwLobbyConnectDataSize
- Variable of type DWORD specifying the size of the data contained in the pvLobbyConnectData member.
- pvConnectionContext
- Context value associated with this connection. For lobbied applications, set this parameter when this message is received in your message handler to associate the context value with the connection. This may be set to NULL to disable context values.
Return Values
Return DPN_OK.
Requirements
Windows NT/2000/XP: Available as a redistributable for Windows 2000 and later.
Windows 98/Me: Available as a redistributable for Windows 98 and later.
Header: Declared in Dplobby8.h.