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Alright, school is up back to the IOCP server
Everything works near to fine now, thanks to the good help i got from this site.
Anyways, there is one small problem/bug/design flaw left. I currently found a way around it but i dont like having ugly code with a way uglier solution.
Ok again im still using the IOCP with UDP.
Anyways, The problem is that i get trash in my completion ports. for example, i send something which goes fine by the way. After that i do a WSARecvFrom. Then i retrieve a IOCP notification pointing to the right extended overlapped. Now, the data inside is somethimes the right data i expected to recieve with the right size like 600 bytes, but somethimes it returns a size of 1 and no data unless i give it some time. So what do i do, i just continue and recieve a next notificication when recieving 1. this next notification contains the right data + size, so my first question, why did i get notified about my recv request before he comepletely recieved the data. a second problem, whenever i had the right data, it notifies me for like 2 extra times about it before nocking it off.
Anyone knows a NICE way to prevent this because its really ugly.
Thanks already!
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Can you show the code you are using to look at the send completion packets - from the
GetQueuedCompletionStatus() call on?
If it truly returned indicating one byte received then you'd have to keep that one byte and
repost the recv for the remaining bytes. This doesn't make sense for UDP though, unless your
buffer sizes are messed up when you call WSARecvFrom().
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i stripped the functions in the main code so its easier to read. this is what happends. i got a list of virtual sessions, every virtual session can be used once at a time (logical) as soon as a virtual session is released, at will be reset to another host and a post the the IOCP will be made with the task set to Begin. I've checked and counted. it one virtual session, the enum will be set to Begin and a post will be made, then he calls the member function RetrieveServerInfo which sets the buffers associated with the virtual session only, set the enum to RequestSend which sends the data. this happends one time, then it goes to after send and then the request send. till now all those steps have been held 1 time per session. After that he goes to afterrecieve. this step he repeates for a few time, even if the session is released. it might be that i use the same session AND OVERLAPPED structure for the new server query.
while (pThis->m_bKeepAlive){ <br />
BOOL bIORet = GetQueuedCompletionStatus (
pThis->m_hIOCompiltionPort,<br />
&dwIoSize,<br />
reinterpret_cast<LPDWORD>(pThis),<br />
&ptrOverlapped, INFINITE);<br />
ptrOverlappedPlus = reinterpret_cast<_OVERLAPPEDVirtualSession*>(ptrOverlapped);<br />
ptrSession = ptrOverlappedPlus->pClientContext;<br />
<br />
if (!bIORet){<br />
__REPORT("Winsock error code: %i\n", GetLastError());<br />
Gameye::Library::Thread::CMPThread::Sleep(0);<br />
}<br />
else{<br />
CAbstractServerClass* ptrGameClass = (*pThis->m_ptrGameManager)[ptrSession->getNDServer()->GameID];<br />
if (ptrGameClass == NULL){<br />
__REPORT("Game is unknown, probably removed");<br />
}<br />
else{<br />
objToolset.Session = ptrSession;<br />
switch(ptrSession->getTask()){<br />
case Begin:
pThis->m_objAddGameToolset.Session = ptrSession;<br />
ptrGameClass->RequestServerInfo(ptrSession->getNDServer(), &pThis->m_objAddGameToolset);<br />
break;<br />
case RequestSend:
dwIoSize = 0;<br />
iTemp = 0;<br />
ptrSession->setStatus(AfterSend); <br />
if (WSASendTo(ptrSession->getSocket(), <br />
ptrSession->getWSABuffer(),<br />
1,<br />
&dwIoSize,<br />
0,reinterpret_cast<sockaddr*>(ptrSession->getAddress()),<br />
sizeof(sockaddr_in),<br />
ptrSession->getOverlapped(), NULL) == -1)<br />
{<br />
int iErrorCode = WSAGetLastError();<br />
if (iErrorCode == ERROR_IO_PENDING){<br />
break;<br />
}<br />
else{<br />
__REPORT("Recieving failed because: %i", WSAGetLastError());<br />
pThis->ReleaseSession(ptrSession);<br />
}<br />
}<br />
case AfterSend:
if (dwIoSize <= 1)<br />
break;<br />
<br />
ptrSession->incSendBytes(dwIoSize);<br />
if (ptrGameClass->RetrieveServerInfo(ptrSession->getNDServer(), &objToolset) < 0){<br />
__REPORT("%s->RetrieveServerInfo() failed", ptrGameClass->Gamename());<br />
pThis->ReleaseSession(ptrSession);<br />
}<br />
break;<br />
case RequestRecieve:
dwIoSize = 0;<br />
iTemp = 0;<br />
ptrSession->setStatus(AfterRecieve);<br />
if (WSARecvFrom(ptrSession->getSocket(), <br />
ptrSession->getWSABuffer(),<br />
1,<br />
&dwIoSize,<br />
&iTemp,reinterpret_cast<sockaddr*>(ptrSession->getAddress()),<br />
&iSockAddrSize,<br />
ptrSession->getOverlapped(), NULL) == -1)<br />
{<br />
int iErrorCode = WSAGetLastError();<br />
if (iErrorCode == ERROR_IO_PENDING){ <br />
break;<br />
}<br />
else{<br />
__REPORT("Recieving failed because: %i", WSAGetLastError());<br />
pThis->ReleaseSession(ptrSession); <br />
}<br />
}<br />
case AfterRecieve:
if (dwIoSize == 1)<br />
break;<br />
ptrSession->incRecvBytes(dwIoSize);<br />
if ((iTemp = ptrGameClass->UnpackServerInfo(ptrSession->getNDServer(), &objToolset)) == 0){
pThis->FinishGame(ptrSession->getNDServer());<br />
}<br />
else if (iTemp > 0){
break;<br />
}<br />
else if (iTemp < 0){<br />
__REPORT("%s->UnpackServerInfo() failed", ptrGameClass->Gamename());<br />
}<br />
pThis->ReleaseSession(ptrSession);<br />
break;<br />
default:<br />
break;
}<br />
}<br />
}
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Reusing the overlapped struct is no problem. You just can't use it in more than one pending
(uncompleted) overlapped operation at a time.
I suggest carefully checking error conditions here. The documented results for
GetQueuedCompletionStatus() should be handled something like this:
BOOL bIORet = GetQueuedCompletionStatus (
pThis->m_hIOCompiltionPort,
&dwIoSize,
reinterpret_cast(pThis),
&ptrOverlapped, INFINITE);
(pseudocode)
if (bIORet)
{
if (was overlapped socket operation)
{
if (dwIoSize == 0)
{
}
else
{
if (AfterRecieve)
{
if (dwIoSize < numberofbytesrequested)
receive (numberofbytesrequested - dwIoSize) more bytes
else
}
}
}
}
else
{
if (ptrOverlapped)
{
}
else
{
}
}
Can you post the code that calls WSARecvFrom, including the parameters passed and how you are
checking for errors? Please use the "pre" tags instead of the "code" tags as well
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sure:
int Recieve(char* buffer, size_t buflen){
if (m_iLastRecieved > 0){
m_wsaBuf.len = static_cast<ULONG>(buflen) - m_iTotalRecieved;
m_wsaBuf.buf = buffer + m_iTotalRecieved;
m_wsaBuf.buf[0] = 0;
}
else{
buffer[0] = 0;
m_wsaBuf.len = static_cast<ULONG>(buflen);
m_wsaBuf.buf = buffer;
}
static int sockaddr_len = sizeof(sockaddr_in);
DWORD temp(0);
setStatus(RequestRecieve);
return (PostQueuedCompletionStatus(m_hIOCP, 1, reinterpret_cast<ULONG_PTR>(this), getOverlapped()) == FALSE);
}
Thats where i make my request to post. You might wonder if it aint dangerous for the buffer to overflow or something but most of the checking goes outside this function and i can assure that there is no overflow since i'm only testing with 1 game which is secured in any way i know off.
The requested bytes is unknown, it can variate depending on the used game from like 100 to a few packets of 1500 kb however mostly its just something like 1 packet with 600 bytes (i know because my previous version of the application worked perfectly, only it wasnt using IOCP just the lame one thread per server way ) anyways, with this topic still being open and all, there is one other ugly thing i cant find a good solution for. Is there any way to close a overlapped operation because i need to reuse the overlapped structures, and that means that if there is a timeout check function somewhere in my application just running once in a while over all the overlapped operations looking if they arent timed out because it could hapen that one of the 1000 servers wont give a response for some or other reason and else the overlapped structure would be in use all the time waiting for nothing to come.
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Polity4h wrote: to a few packets of 1500 kb
1500KB? That's too big for a UDP datagram
All I can think of is check all your send and receive counts on both ends in the debugger.
With UDP you should be receiving complete datagrams the size that were sent (providing they
arrive successfully - UDP doesn't guarantee that).
Why do you use UDP? Have you allowed for messages that don't make it?
Polity4h wrote: Is there any way to close a overlapped operation because i need to reuse the overlapped structures, and that means that if there is a timeout check function somewhere in my application just running once in a while over all the overlapped operations looking if they arent timed out...
The only way I know is to close the socket. Any pending queued overlapped operations on the
socket will be released by GetQueuedCompletionStatus(). If you want to check periodically then
you could use a timer, the dwMilliseconds parameter to GetQueuedCompletionStatus(), or some other
method. Close the socket after the appropriate period of inactivity.
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Cancel Overlapped Socket Op Update:
From a Larry Osterman (Microsoft engineer) blog, apparently you can use CancelIo(), casting your
socket handle to a "HANDLE".
Give it a try - worst that can happen is it fails
Mark
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CancelIo doesnt work, the thing is that it needs to be ran from the same thread where Overlapped operations were posted. I could however close the socket and open it again, but what are the drawbacks of this? this means that i need to close and open like 20 sockets per second in the future. looks really hard to me, but i cant really figure out what might happen when i do this.
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Polity4h wrote: CancelIo doesnt work, the thing is that it needs to be ran from the same thread where Overlapped operations were posted.
Yeah I thought about that since you are posting overlapped ops from your worker thread(s)
20 sockets per second? How long is the time you are willing to wait before the remote node is
considered inactive??
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alright, i might have thought a bid to far in the future were i got myself a mainframe << -_- whatever, anyways, lets say 2 sockets needs to be created per second. wont this kill my system after doing this a long time ( my app needs to run constantly for, count them up a few years ) << thats the perfect vision ofcourse.
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I'm not sure what you are trying to do. Why do you need to keep creating sockets but never
destroy them? Surely you'll run out of sockets if you do that
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...I could however close the socket and open it again, but what are the drawbacks of this? this means that i need to close and open like 20 sockets per second in the future...
hehe, anyways your saying that your server wont suffer to hard when creating AND DESTROYING lets say 2 sockets per second?
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No. As long as that's really what your app needs to do.
Think about how many TCP sockets a busy web (HTTP) server must open and close per second.
20 per second is nothing
Mark
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ok now i know enough. thanks for everything mark, you've helped me alot
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*EDIT* Having a pool of sockets could improve performance - that way only ConnectEx/DisconnectEx
needs to be called on a socket instead of recreating/destoying the entire socket every time.
Mark
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src=msdn:The Windows Sockets ConnectEx function establishes a connection to a specified socket, and optionally sends data (called connect data) once the connection is established. The ConnectEx function is only supported on connection-oriented sockets.
remember, i'm forced to use connectionless protocols thanks anyway
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Gotcha man I was just extending my comment about TCP sockets on an HTTP server
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Hi!
In a dialog I have a number of customized check boxes, displaying a red check when leftclicked and a blue check when rightclicked. The red and blue determines if an associated variable shall be associated to the left or right axis in a chart. This works fine except that if the dialog is covered by a window and then redisplayed, the checkboxes that have been clicked disapper.
I have tried all the obvious calls, Invalidate(), RedrawWindow(), UpdateWindow(), Show(), OnPaint() etc. to redisplay the dialog, but the checkboxes wont reappear.
Can anybody give me a hint on how should I do this?
Thanks!
maladuk
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If you are doing much of the drawing of the controls yourself, you need to make sure that areas that have been marked as invalidated are also marked as validated (see functions like ValidateRect(...) ) when drawing is done, otherwise Windows may not think that you have drawn an invalidated area yet.
Usually, not having a validated area causes excessive paint messages, but I have seen strange things happen...
Incorrect handling of the WM_ERASEBKGND message can also cause similar things to happen.
Peace!
-=- James Please rate this message - let me know if I helped or not!<HR> If you think it costs a lot to do it right, just wait until you find out how much it costs to do it wrong! Avoid driving a vehicle taller than you and remember that Professional Driver on Closed Course does not mean your Dumb Ass on a Public Road! See DeleteFXPFiles
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Hi! Thanks for trying to help. Your answer is however a bit too general for me to be sure I am checking out exactly what you mean. I have tried to put calls like
m_checkbox.Invalidate()
m_checkbox.ValidateRectangle()
m_checkbox.RedrawWindow()
....
in the OnPaint() message handler function of the dialog class. It did'nt help a bit. I also tried to put a OnPaint() message handler function in the chekcbox class itself. Then none of the checkboxes were shown even at dialog creation. I have posted the relevant code for the dialog and the checkbox classes in an answer below. One of the suggestions so far is that the error is in the CheckBox's class DrawItem() function. If you have any suggestions it will be highly appreciated.
thanks
maladuk
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Where are you drawing the check boxes. It seems like you are probably doing the drawing in the WM_LBUTTONDOWN and WM_RBUTTONDOWN message handler functions. You should be drawing the checkboxes in the WM_PAINT message handler.
You may be right I may be crazy -- Billy Joel --
Within you lies the power for good, use it!!!
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Thanks for trying to help! They are drawn in the InitDialog() of the parent dialog and then in the WM_LBUTTONDOWN message handler function of the CheckBox-class itself. The WM_RBUTTONDOWN message handler function is just used to toggles between red and blue color (see code in my answer further down).
Can you say more specifically how you mean I should draw the Checkboxes in the WM_PAINT message handler function. If I put such a function in the CheckBox-class itself, the boxes are not shown at all. Should I draw them from OnPaint() in dialog class ? (as you understand I am not an expert in this)
Thanks!
maladuk
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As said earlier, invalidation may be problem. Can you post some code, what you are trying ?
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Below is the essential code of the dialog and the checkbox class. Hope it helps. Thanks a lot for your assistance so far.
maladuk
dialog class header:
class ShowResultDlg : public CDialog{
//{{AFX_DATA(ShowResultDlg)
CColorCheck m_chk_tmax;
//}}AFX_DATA
protected:
//{{AFX_MSG(ShowResultDlg)
afx_msg void OnChkTmax();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
dialog class source:
void ShowResultDlg::DoDataExchange(CDataExchange* pDX){
//{{AFX_DATA_MAP(ShowResultDlg)
DDX_Control(pDX, IDC_CHK_TMAX,m_chk_tmax);
//}}AFX_DATA_MAP
}
void ShowResultDlg::OnChkTmax(){
if(m_chk.GetCheck()) m_chk_tmax.SetCheck(FALSE);
else m_chk_tmax.SetCheck(TRUE);
}
BOOL ShowResultDlg::OnInitDialog() {
CDialog::OnInitDialog();
m_chk_tmax.SetArrowColor(RGB(255,0,0);
return TRUE; // return TRUE unless you set the focus to a control
}
void ShowResultDlg::OnPaint(){
CPaintDC dc(this); // device context for painting
}
ColorCheckBox class header
(from: www.codeguru.com/Cpp/controls/controls/checkboxcontrols/article.php/c5319/)
class CColorCheck : public CButton{
DECLARE_DYNAMIC(CColorCheck)
int rightstatus;
public:
CColorCheck();
virtual ~CColorCheck(){;}
virtual void SetCheck(int nCheck);
virtual int GetCheck();
COLORREF SetArrowColor(COLORREF newColor);
int RightStatus() {return rightstatus;}
void RightStatus(int status) {rightstatus=status;}
public:
BOOL checkFlag,drawFocus;
UINT oldAction,oldState;
COLORREF newColor, newArrowColor, newTextColor;
protected:
void DrawCheckCaption(CDC *pDC, CRect R, const char *Buf, COLORREF TextColor);
virtual void DrawItem(LPDRAWITEMSTRUCT lpDrawItem);//overrides WM_DRAWITEM !!!
COLORREF GetDisabledColor() { return disabled; }
//{{AFX_MSG(CColorCheck)
afx_msg void OnRButtonDown(UINT nFlags, CPoint point);
//}}AFX_MSG
private:
DECLARE_MESSAGE_MAP()
};
ColorCheckBox class source:
IMPLEMENT_DYNAMIC(CColorCheck, CButton)
CColorCheck::CColorCheck(){
....
rightstatus = 0;
}
BEGIN_MESSAGE_MAP(CColorCheck, CButton)
//{{AFX_MSG_MAP(CColorCheck)
ON_WM_RBUTTONDOWN()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
void CColorCheck::OnRButtonDown(UINT nFlags, CPoint point) {
if(rightstatus) rightstatus = 0;
else rightstatus = 1;
SetArrowColor(RGB((1-rightstatus)*255,0,rightstatus*255)); //red if leftclicked, blue if rightclicked
}
void CColorCheck::SetCheck(int nCheck){
if (nCheck == 1) checkFlag = 1;
else checkFlag = 0;
}
BOOL CColorCheck::GetCheck(){
if (checkFlag == 1) return 1;
else return 0;
}
COLORREF CColorCheck::SetArrowColor(COLORREF arrowColor){
newArrowColor = arrowColor;
return newArrowColor;
}
void CColorCheck::DrawItem(LPDRAWITEMSTRUCT lpDrawItemStruct){
CDC* pDC = CDC::FromHandle(lpDrawItemStruct->hDC);
CRect rc;
CRect rect(13,1,11,11);
CRect focusRect, btnRect;
focusRect.CopyRect(&lpDrawItemStruct->rcItem);
disabled = RGB(100,100,100); // dark gray disabled text
CSize captionSize;
// Retrieve the button's caption
//
const int bufSize = 512;
TCHAR buffer[bufSize];
GetWindowText(buffer, bufSize);
//
// Set the Text Position more to the left
//
captionSize = pDC->GetTextExtent(buffer, strlen(buffer));
btnRect.SetRect(16,1,16 + captionSize.cx + 4,15);
//
// Set the focus rectangle to just past the border decoration
//
focusRect.SetRect(18,1,16 + captionSize.cx +8, 15);
//Get control's ID
int id = GetDlgCtrlID();
UINT state = lpDrawItemStruct->itemState;
UINT action = lpDrawItemStruct->itemAction;
// Don't redraw whole control if only focus has changed
if (action == ODA_FOCUS)
drawFocus = TRUE;
if (!drawFocus)
{
//Start drawing the check box
CPen normRect(PS_SOLID, 1,NULL_PEN);
CPen* m_normRect = pDC->SelectObject(&normRect);
pDC->SelectStockObject(NULL_BRUSH);
//draw the caption
pDC->DrawText(buffer, strlen(buffer), btnRect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
DrawCheckCaption(pDC, btnRect, buffer, newTextColor);
//draw the check rectangle
pDC->FillSolidRect(2,2,11,11,newColor);
normRect.DeleteObject();
//draw the borders
CPen normRect1(PS_SOLID, 1,RGB(80,80,80));
CPen* m_normRect1 = pDC->SelectObject(&normRect1);
CPoint startPt = pDC->MoveTo(1,13);
pDC->LineTo(1,1);
pDC->LineTo(13,1);
normRect1.DeleteObject(); //release
CPen normRect2(PS_SOLID, 1,RGB(100,100,100));
CPen* m_normRect2 = pDC->SelectObject(&normRect2);
CPoint startPt1 = pDC->MoveTo(0,14);
pDC->LineTo(0,0);
pDC->LineTo(14,0);
normRect2.DeleteObject(); //release
CPen normRect3(PS_SOLID, 1,RGB(255,255,255));
CPen* m_normRect3 = pDC->SelectObject(&normRect3);
CPoint startPt2 = pDC->MoveTo(14,0);
pDC->LineTo(14,14);
pDC->LineTo(0,14);
normRect3.DeleteObject(); //release
CPen normRect4(PS_SOLID, 1,RGB(180,180,180));
CPen* m_normRect4 = pDC->SelectObject(&normRect4);
CPoint startPt3 = pDC->MoveTo(13,1);
pDC->LineTo(13,13);
pDC->LineTo(13,1);
normRect4.DeleteObject(); //release
if (checkFlag == 1)
{
pDC->FillSolidRect(2,2,11,11,newColor);
// draw the arrow
CPen normRect5(PS_SOLID, 1, newArrowColor);//BLACK_PEN);
CPen* m_normRect5 = pDC->SelectObject(&normRect5);
CPoint startPt2 = pDC->MoveTo(4,7);
pDC->LineTo(7,11);
pDC->LineTo(10,3);
CPoint startPt3 = pDC->MoveTo(4,8);
pDC->LineTo(7,9);
pDC->LineTo(9,4);
normRect5.DeleteObject(); //release
}
}
//draw "checked" - arrow depending on state
if (action & ODA_SELECT && checkFlag == 1)
pDC->FillSolidRect(2,2,11,11,newColor);
else if (action & ODA_SELECT && checkFlag == 0)
{
pDC->FillSolidRect(2,2,11,11,newColor);
// draw the arrow
CPen normRect5(PS_SOLID, 1, newArrowColor);//BLACK_PEN);
CPen* m_normRect5 = pDC->SelectObject(&normRect5);
CPoint startPt2 = pDC->MoveTo(4,7);
pDC->LineTo(7,11);
pDC->LineTo(10,3);
CPoint startPt3 = pDC->MoveTo(4,8);
pDC->LineTo(7,9);
pDC->LineTo(9,4);
normRect5.DeleteObject(); //release
}
if( ( state & ODS_FOCUS ) ^ ( oldState & ODS_FOCUS ) ||( !drawFocus && ( state & ODS_FOCUS ) ) )
DrawFocusRect(lpDrawItemStruct->hDC, (LPRECT)&focusRect);
else if (state & ODS_DISABLED)
{
pDC->FillSolidRect(2,2,11,12,RGB(192,192,192)); //grayed
DrawCheckCaption(pDC, btnRect, buffer, GetDisabledColor());
}
oldState = state;
oldAction = action;
}
void CColorCheck::DrawCheckCaption(CDC *pDC, CRect R, const char *Buf, COLORREF TextColor)
{
COLORREF prevColor = pDC->SetTextColor(TextColor);
pDC->SetBkMode(TRANSPARENT);
pDC->DrawText(Buf, strlen(Buf), R, DT_CENTER|DT_VCENTER|DT_SINGLELINE);
pDC->SetTextColor(prevColor);
}
maladuk
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