Original Post
When a client sends a message to the server, is it''s DPNID automatically sent, and if it is, how do I tell what it is?
typedef struct {
DWORD dwSize;
DPNID dpnidSender;
PVOID pvPlayerContext;
PBYTE pReceiveData;
DWORD dwReceiveDataSize;
DPNHANDLE hBufferHandle;
} DPNMSG_RECEIVE, *PDPNMSG_RECEIVE;
quote:
DPSESSION_NOMESSAGEID
Specifies that the session does not attach data to messages that indicate which player the message is from and to whom it is sent. Setting this flag saves message overhead if this information is not relevant. (For more information, see the IDirectPlay4::Receive method.) If this flag is not specified, the message ID will be added. This flag must be specified at the time the session is created
quote:
Now, the primary thing my server does is relay packets from one client to all the others. Do I need to embeddeed the orginal DPNID in my packets, or is there a way to make the server send a packet with a DPNID other than 0?
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