Clarification on DPlay connections
Because the Winsock or DPlay thread was closed I''ll clarify one point here which isnt related to that question:
DirectPlay8 and onwards does not use TCPIP at all. (this in relation to the ''why limit yourself to TCPIP with DPlay?)
The MSDN documentation contradicts itself a bit as to whether it uses TCPIP or UDP, but unequivocally it uses UDP, even when using guaranteed messaging (as I am). If you check the ports it opens, and search the docs hard and then speak to MS about it you find out it never uses TCPIP. Strange but true.
Robert Swan
My company - Aah Games - http://www.aahgames.com
hello,
what do you mean it never uses TCP/IP? anyway please clarify what does SetSP() does when you include their the protocol that you''ll be using,
thanks,
what do you mean it never uses TCP/IP? anyway please clarify what does SetSP() does when you include their the protocol that you''ll be using,
thanks,
http://www.dualforcesolutions.comProfessional website designs and development, customized business systems, etc.,
so uh., does that mean it doesn''t guarantee the messages being sent when using TCP/IP on DirectPlay?
http://www.dualforcesolutions.comProfessional website designs and development, customized business systems, etc.,
Of course not. In DirectPlay 7 there was a DPlay Service Provider that would add functionality to other Service Providers that don't provide it natively. In DirectPlay 8, all of that is transparent to you.
If you think about Direct3D and how the HEL emulates functionality on devices that don't support specific features, DirectPlay is pretty similiar in that it provides code to ensure guaranteed delivery over UDP.
[edited by - JonStelly on April 29, 2002 3:05:08 PM]
If you think about Direct3D and how the HEL emulates functionality on devices that don't support specific features, DirectPlay is pretty similiar in that it provides code to ensure guaranteed delivery over UDP.
[edited by - JonStelly on April 29, 2002 3:05:08 PM]
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