Microsoft DirectX 8.1 (C++)

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.