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Microsoft DirectX 9.0

DPL_MSGID_CONNECT Message


Microsoft?DirectPlay?generates a DPL_MSGID_CONNECT message when a lobby client connects to the lobbied application through the IDirectPlay8LobbyClient::ConnectApplication method.

The DPL_MESSAGE_CONNECT structure is passed with the DPL_MSGID_CONNECT message.

Syntax

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;

Members

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.

Remarks

Return from the message callback function with DPN_OK.

Message Information

Headerdplobby8.h
Minimum operating systems Windows 98, Pocket PC 2002


© 2002 Microsoft Corporation. All rights reserved.