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14<h1 align="left">DWCConnectAttemptCallback</h1>
15<h2>Syntax</h2>
16
17<dl>
18  <dd>
19<CODE>#include &lt;dwc.h&gt;</CODE><BR>
20  <BR>
21  <PRE><CODE>typedef BOOL(*) <a href=DWCConnectAttemptCallback.html#dwc__match_8h_11f5ec37975abd1264f03e7d9247c34bf>DWCConnectAttemptCallback</a>(u8 *newClientUserData,
22             void *param);</CODE></PRE></dd>
23</dl>
24
25<h2>Arguments</h2>
26
27<TABLE border="1" width="100%">
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31      <TD width="13%"><EM><STRONG><parametername>newClientUserData</parametername></STRONG></EM></TD>
32      <TD width="87%">Pointer to the buffer where newly connected clients store the value set in the <CODE>connectionUserData</CODE> parameter of the <a href=DWC_ConnectToAnybodyAsync.html#dwc__main_8h_10c4e2a60e98dfa82a16b5e896d3a2203><CODE>DWC_ConnectToAnybodyAsync</CODE></a>, <a href=DWC_ConnectToFriendsAsync.html#dwc__main_8h_1dcb8be27412df5c9d5e0d9b9d035079b><CODE>DWC_ConnectToFriendsAsync</CODE></a>, <a href=DWC_SetupGameServer.html#dwc__main_8h_1230f0bb02b234d806cc51470e67647f1><CODE>DWC_SetupGameServer</CODE></a>, <a href=DWC_ConnectToGameServerAsync.html#dwc__main_8h_1254f419a2e97ad73074d232c4160cfd2><CODE>DWC_ConnectToGameServerAsync</CODE></a>, or <a href=DWC_ConnectToGameServerByGroupID.html#dwc__main_8h_116b3b3faa8c7b9ee600fa77820ee1f57><CODE>DWC_ConnectToGameServerByGroupID</CODE></a> function. Must be of size <CODE>u8[<a href=Macro.html#dwc__match_8h_1767334491be60055db279f50c050c695>DWC_CONNECTION_USERDATA_LEN</a>]</CODE>.</TD>
33    </TR>
34
35    <TR>
36      <TD width="13%"><EM><STRONG><parametername>param</parametername></STRONG></EM></TD>
37      <TD width="87%">Callback parameter.</TD>
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42
43<h2>Return Values</h2>
44
45<TABLE border="1" width="100%">
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49      <TD width="13%"><EM><STRONG>TRUE</STRONG></EM></TD>
50      <TD width="87%">Accepts new connection clients.</TD>
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52
53    <TR>
54      <TD width="13%"><EM><STRONG>FALSE</STRONG></EM></TD>
55      <TD width="87%">Denies new connection clients.</TD>
56    </TR>
57
58  </TBODY>
59</TABLE>
60
61<H2>Description</H2>
62<p>During the final stage of deciding on the participation of a new connection client, this callback is called to determine the application&rsquo;s decision. (This callback is not called if the group is full or in acceptance denied state.) When deciding whether to accept new connection clients, there are two types of user data you should consider: the connection user data of new connection clients (obtained from the <CODE>newClientUserData</CODE> parameter), and the connection user data of already-connected clients, obtained using the <a href=DWC_GetConnectionUserData.html#dwc__match_8h_1577cae4a5e85518c7f385458b836732c><CODE>DWC_GetConnectionUserData</CODE></a> function.</p>
63
64<h2>See Also</h2>
65<p>
66
67  <CODE><A href="DWC_ConnectToAnybodyAsync.html">DWC_ConnectToAnybodyAsync<BR></A></CODE>
68
69  <CODE><A href="DWC_ConnectToFriendsAsync.html">DWC_ConnectToFriendsAsync<BR></A></CODE>
70
71  <CODE><A href="DWC_SetupGameServer.html">DWC_SetupGameServer<BR></A></CODE>
72
73  <CODE><A href="DWC_ConnectToGameServerAsync.html">DWC_ConnectToGameServerAsync<BR></A></CODE>
74
75  <CODE><A href="DWC_ConnectToGameServerByGroupID.html">DWC_ConnectToGameServerByGroupID<BR></A></CODE>
76
77</p>
78
79<H2>Revision History</H2>
80<DL>
81
82<DT><para>2.0.0</DT>
83<DD>Initial addition.</DD>
84
85</DL>
86<hr><p>CONFIDENTIAL</p></body>
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88