Microsoft DirectX 9.0 SDK Update (Summer 2003) |
Peer-to-Peer Sessions
A peer-to-peer session consists of a collection of users connected by a network. While a lobby server may be used to arrange and launch the game, the messaging needed to run the game is sent directly from one user's to another. Any communication with the lobby server is for such limited purposes as updating the list of participants.
With a peer-to-peer game, everything that is needed to run the game is part of the client software. With no server involved, all the processing needed to create and maintain the game universe must be handled by the client applications. This document discusses the basic principles of a lobbyable Microsoft® DirectPlay® peer-to-peer game. For a simple working example of a peer-to-peer application, see the SimplePeer application included with the software development kit (SDK).
- Initiating a Peer-to-Peer Session
- Enumerating Hosts
- Selecting a Service Provider for a Peer-to-Peer Session
- Selecting a Host for a Peer-to-Peer Session
- Connecting to a Peer-to-Peer Session
- Managing a Peer-to-Peer Session
- Handling DirectPlay Messaging
- Host Migration
- Normal Peer-to-Peer Game Play
- Leaving a Peer-to-Peer Session
- Terminating a Peer-to-Peer Session