DirectPlay Animated Header -- DPLMSG_GETPROPERTYRESPONSE DirectPlay Animated Header -- DPLMSG_GETPROPERTYRESPONSE* Microsoft DirectPlay SDK
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DPLMSG_GETPROPERTYRESPONSE


Message sent by a lobby to an application in response to a DPLMSG_GETPROPERTY message. The request that is being filled is identified by the dwRequestID parameter.

typedef struct {
    DWORD    dwType;
    DWORD    dwRequestID
    GUID     guidPlayer;
    GUID     guidPropertyTag;
    HRESULT  hr;
    DWORD    dwDataSize;
    DWORD    dwPropertyData[1];
} DPLMSG_GETPROPERTYRESPONSE, FAR *LPDPLMSG_GETPROPERTYRESPONSE;

Members
dwType
Identifies the message. This value is DPLSYS_ GETPROPERTYRESPONSE.
dwRequestID
The ID that identifies the DPLMSG_GETPROPERTY message that this message is in response to.
guidPlayer
GUID identifying the player that this property applies to (if applicable). If the property is not player-specific, this member will be set to GUID_NULL. This will be the same as the GUID from the DPLMSG_GETPROPERTY message.
guidPropertyTag
A GUID identifying the property that is being requested. This will be the same as the GUID from the DPLMSG_GETPROPERTY message.
hr
Return code for the get property request. One of the following values:
DP_OK - successfully returned the property.
DPERR_UNKNOWN - the requested property is unknown to the lobby.
DPERR_UNAVAILABLE - the requested property is unavailable.
dwDataSize
The size, in bytes, of the property data.
dwPropertyData
A variable-size buffer that contains the property data. The property tag will define how to interpret this data.
Remarks

A lobby must either respond to all DPLMSG_GETPROPERTY requests or none of them.

When constructing this message, the lobby needs to allocate enough memory to hold the DPLMSG_GETPROPERTYRESPONSE structure and the complete property data. For example, if the property data requires 52 bytes, the lobby will allocate (sizeof(DPLMSG_GETPROPERTYRESPONSE) + 52) bytes and assign it to a DPLMSG_GETPROPERTYRESPONSE pointer.

See Also

DPLMSG_GETPROPERTY

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