DWC_SetupGameServer

Syntax

#include <dwc.h>
BOOL DWC_SetupGameServer(DWCTopologyType topology,
                         u8 maxEntry,
                         DWCMatchedSCCallback matchedCallback,
                         void *matchedParam,
                         DWCNewClientCallback newClientCallback,
                         void *newClientParam,
                         DWCConnectAttemptCallback attemptCallback,
                         u8 *connectionUserData,
                         void *attemptParam);

Arguments

topology The connection topology. Specified as a DWCTopologyType.
maxEntry The maximum number of connected players (oneself included). A value from 2 to 32 can be set in this argument.
matchedCallback Pointer to the connection complete callback function. This is called for each person connected.
matchedParam Parameter for the connection completion callback.
newClientCallback The pointer to the new connection client notification callback function.
newClientParam Parameter for the new-connection client notification callback.
attemptCallback Pointer to the connection-acceptance callback function.
connectionUserData Pointer to own connection-acceptance parameter buffer. It must be a buffer of length u8[DWC_CONNECTION_USERDATA_LEN]. The buffer's contents are copied to the library, so it can be deallocated once this function is called. If NULL is specified, zeros are set for the entire content of the local buffer that is used for determining whether to accept a connection.
attemptParam Parameter for the connection-acceptance callback.

Return Values

TRUE Processing completed.
FALSE Not a good state for calling this function.

Description

Starts up the local host as a server host. If there are requests from client hosts, this function performs the connection/disconnection processes. A server host in this context refers to a host that behaves as a parent device in DS wireless communication (see Note) during server-client matchmaking.

This function starts server-client matchmaking. Connections are accepted from client hosts until either the DWC_CloseAllConnectionsHard or DWC_ShutdownFriendsMatch function is called. Then, if a client host that has started a connection to one's own local host is detected, a new connection client notification callback is called, and the connection-completion callback is called once the connection process of that client host completes.

The client host uses the DWC_ConnectToGameServerAsync function to connect to the server host.

Depending on the condition of the network connection, the process might be blocked and not return from the function for some time.

Note: "DS wireless communications" refers to local wireless communication using the Nintendo DS. Communication occurs directly between Nintendo DS systems with a proprietary protocol; access points are not used. The network consists of a single parent device and multiple child devices connected to the parent.

Revision History

For the changelog prior to 5.1 PR2, click here.


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