- 20 Dec, 2006 40 commits
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Christoph Frick authored
This also reverts my previous patch as this is the real cause for the problems with Grand Prix Legends.
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Francois Gouget authored
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Kai Blin authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Vitaliy Margolen authored
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Vitaliy Margolen authored
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Rob Shearman authored
Use the causality ID to determine whether this is a top-level or a nested (called-back) call for the purposes of IMessageFilter::HandleInComingCall.
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Rob Shearman authored
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Rob Shearman authored
ole32: Pass in the IID and IUnknown* of the object being executed to the server notification and message filter functions.
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Rob Shearman authored
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Rob Shearman authored
Store the SChannelHookCallInfo structure in the message state.
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Rob Shearman authored
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Rob Shearman authored
This is done by putting the ORPCTHIS data into the buffer when calling IRpcChannelBuffer::GetBuffer on the client side and then storing the amount we increased the buffer in a structure stored in the Handle field. This is done to present the correct Buffer pointer to the proxy so that it writes its data after the ORPCTHIS data. Unmarshal the data on the server side (during RPC_ExecuteCall) and make sure the data is consistent according to NDR rules. Also add several checks on the unmarshaled data that are specified by the DCOM draft specification.
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
Use the render target index rather than hardcoding 0.
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H. Verbeet authored
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