?/TD> |
Microsoft DirectX 9.0 |
Adds a client to a group. After the client is successfully added to the group, all messages sent to the group are sent to the client.
Syntax
HRESULT AddPlayerToGroup(
const DPNID idGroup, const DPNID idClient, PVOID const pvAsyncContext, DPNHANDLE *const phAsyncHandle, const DWORD dwFlags );
Parameters
- idGroup
- [in] Variable of type DPNID that specifies the identifier of the group to add the client to.
- idClient
- [in] Variable of type DPNID that specifies the identifier of the client to add to the group.
- pvAsyncContext
- [in] Pointer to the user-supplied context, which is returned in the pvUserContext member of the DPN_MSGID_ASYNC_OP_COMPLETE system message. This parameter is optional and can be set to NULL.
- phAsyncHandle
- [out] A DPNHANDLE. A value will be returned. However, Microsoft?DirectPlay?does not permit cancellation of this operation, so the value cannot be used.
- dwFlags
- [in] Flag that controls how this method is processed. The following flag can be set for this method.
- DPNADDPLAYERTOGROUP_SYNC
- Causes this method to process synchronously.
Return Value
Returns S_OK if this method is processed synchronously and is successful. By default, this method is run asynchronously and generally returns DPNSUCCESS_PENDING or one of the following error values.
DPNERR_INVALIDFLAGS The flags passed to this method are invalid. DPNERR_INVALIDGROUP The group ID is not recognized as a valid group ID for this game session. DPNERR_INVALIDPLAYER The player ID is not recognized as a valid player ID for this game session. DPNERR_PLAYERALREADYINGROUP The player ID is already included in the group.
Remarks
The server can add itself or a client to an existing group. After a player is successfully added to a group, all messages sent to the group will be received by the player.