Re: large IDirectPlay8Address patch

David Hammerton <[email protected]>
Newsgroups gmane.comp.emulators.winex.devel
Message-ID <[email protected]>
Just for the benefit of the list, so we're not leaving any spectators 
hanging:

Rob and I talked about this one on IRC.. I'm not going to apply it as 
is because it doesn't properly store the address data in the address 
object, the data between the URL and the components need to be shared.  
Rob is going to look into it.

David

On 25-May-04, at 3:25 PM, David Hammerton wrote:

> Thanks Rob,
>
> I'll review this and get back to you soon.
>
> Cheers,
>
> David
>
>
> On 25-May-04, at 12:45 PM, Rob Crittenden wrote:
>
>> Attached is a patch that fills in some holes in the 
>> IDirectPlay8Address
>> interface. I don't have any games that seem to use this functionality 
>> so
>> I tested as best I could with the first 3 DirectPlay tutorials in the
>> DX9 SDK.
>>
>> This includes my version of the patch that sparr recently submitted. 
>> It was
>> easier for me to just leave this in. I also added a stub for
>> DirectPlay8Peer_Host() to get one of the samples working.
>>
>> I found what may be 2 bugs in DirectX 9:
>>
>> 1. GetUserData() is supposed to return the size of the saved object in
>>    pdwBufferSize. In my testing on WinXP it returns the size of the 
>> buffer
>>    passed in rather than the size returned.
>> 2. GetNumComponents() is supposed to be indexed from 0 but it isn't. 
>> It
>>    also reports the # of components + 1 (perhaps due to the bogus 0 
>> entry).
>>    In windows I tried to fetch position 0 and it was undefined, go 
>> figure.
>>
>> I've kept my implementation compatible with how it tested on WinXP.
>>
>> rob
>> <dplay.diff>
> --
> David Hammerton
> [email protected]
> http://crazney.net/
> Welfare *NOT* Warfare
>
>
--
David Hammerton
WineX developer
TransGaming Technologies
Mobile: +61 439 610 116
[email protected]
http://www.transgaming.com
*Let the Games Begin*
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