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ziplock9000

DirectPlay Replacement

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In the past I've used DirectPlay for client/server type situations. Now with .NET and the fact DirectPlay is depreciated, what is the logical replacement? System.Net - Although direct access to sockets is one solution, it does not handle some of the things that DirectPlay did for you.. ie, players, groups, etc, etc? XNA - Dont know much about this.. is the SDK free, does it handle some of the work like DirectPlay did? 3rd Party solutions - While this may work, I find it hard to believe M$ do not have a replacement for DirectPlay (which I would prefer to use) If you could point me in the right direction that would be great.

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I'm not sure about C#, but in C++ the thing to use is Winsock (Windows Sockets). I assume there's a C# equivalent.

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yes there is an equivalent in c#.. but you have to do everything yourself. Im not being lazy, but DirectPlay did a lot of things for you. and thus less debugging etc..

Maybe there is a good library for client/server stuff for c#??

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With the release of XNA game studio 2 they have implemented networking support. This support is pretty similar to directplay in its design. Although it has been taillored towards MS xbox live service, it makes networking easier to cope with.

XNA is free to use. Check out XNA Creators Club for more info.

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Seems restrictive with licensing etc, not to mention it does not work with VS2008 without a hack...

I'm sure someone has written a wrapper for .NET sockets, that handle players etc... just cant find one.

Tried Lidgren.. it's only single threaded and you have to manually loop/poll for messages with Server.Heartbeat (would prefer callbacks or events)

[Edited by - ziplock9000 on May 23, 2008 8:22:24 PM]

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Quote:
Original post by ziplock9000
Just found Nading Network Library and it seems to be just what I need..

Good to hear you've already found something. I have been using RakNet http://www.jenkinssoftware.com/ for some time, for simple, reliable UDP networking and it is excellent.

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