DirectPlay

Last updated

DirectPlay is part of Microsoft's DirectX API. It is a network communication library intended for computer game development, although it can be used for other purposes.

Contents

DirectPlay is a high-level software interface between applications and communication services that allows games to be connected over the Internet, a modem link, or a network. It features a set of tools that allow players to find game sessions and sites to manage the flow of information between hosts and players. It provides a way for applications to communicate with each other, regardless of the underlying online service or protocol. It also resolves many connectivity issues, such as Network Address Translation (NAT).

Like the rest of DirectX, DirectPlay runs in COM and is accessed through component object model (COM) interfaces. By default, DirectPlay uses multi-threaded programming techniques and requires careful thought to avoid the usual threading issues. Since DirectX version 9, this issue can be alleviated at the expense of efficiency.

Networking model

Under the hood, DirectPlay is built on the User Datagram Protocol (UDP) to allow it speedy communication with other DirectPlay applications. It uses TCP and UDP ports 2300 to 2400 and 47624. [1]

DirectPlay sits on layers 4 and 5 of the OSI model.

Interfaces

DirectPlay Voice

DirectPlay Voice was introduced in Windows Me as part of DirectX 7.1 for multiplayer games. [2] It is a voice communications, recording and playback API that allows gamers to use voice chat in games written to take advantage of the API, through a DirectPlay network transport session itself.

Current status

DirectPlay was traditionally one of the components of DirectX that received less attention, but for DirectX version 8 it received a major overhaul and became a relatively lightweight networking library. However, as part of Microsoft's unveiling of XNA in 2004, Microsoft announced that DirectPlay would be deprecated in favor of Games for Windows - Live technology already available on Xbox and being ported for use on Windows PCs. DirectPlay was supported in DirectX DLLs for the lifetime of Microsoft Windows XP. However, starting from the autumn of 2007, the headers and libraries — vital components if developers wanted to develop new programs utilizing the technology — were removed from the DirectX SDK.[ citation needed ]

In Windows Vista, DirectPlay has been deprecated and DirectPlay Voice and DirectPlay's NAT Helper have been removed. [3] In Windows 10, DirectPlay is fully deprecated, and modern game development has transitioned to more current technologies like Xbox Live and other networking APIs.[ citation needed ]

See also

Related Research Articles

<span class="mw-page-title-main">DirectX</span> Collection of multimedia related APIs on Microsoft platforms

Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs all began with "Direct", such as Direct3D, DirectDraw, DirectMusic, DirectPlay, DirectSound, and so forth. The name DirectX was coined as a shorthand term for all of these APIs and soon became the name of the collection. When Microsoft later set out to develop a gaming console, the X was used as the basis of the name Xbox to indicate that the console was based on DirectX technology. The X initial has been carried forward in the naming of APIs designed for the Xbox such as XInput and the Cross-platform Audio Creation Tool (XACT), while the DirectX pattern has been continued for Windows APIs such as Direct2D and DirectWrite.

The Telephony Application Programming Interface (TAPI) is a Microsoft Windows API, which provides computer telephony integration and enables PCs running Microsoft Windows to use telephone services. Different versions of TAPI are available on different versions of Windows. TAPI allows applications to control telephony functions between a computer and telephone network for data, fax, and voice calls. It includes basic functions, such as dialing, answering, and hanging up a call. It also supports supplementary functions, such as hold, transfer, conference, and call park found in PBX, ISDN, and other telephone systems.

<span class="mw-page-title-main">Network address translation</span> Technique for making connections between IP address spaces

Network address translation (NAT) is a method of mapping an IP address space into another by modifying network address information in the IP header of packets while they are in transit across a traffic routing device. The technique was originally used to bypass the need to assign a new address to every host when a network was moved, or when the upstream Internet service provider was replaced, but could not route the network's address space. It has become a popular and essential tool in conserving global address space in the face of IPv4 address exhaustion. One Internet-routable IP address of a NAT gateway can be used for an entire private network.

In computing, cross-platform software is computer software that is designed to work in several computing platforms. Some cross-platform software requires a separate build for each platform, but some can be directly run on any platform without special preparation, being written in an interpreted language or compiled to portable bytecode for which the interpreters or run-time packages are common or standard components of all supported platforms.

<span class="mw-page-title-main">Windows API</span> Microsofts core set of application programming interfaces on Windows

The Windows API, informally WinAPI, is the foundational application programming interface (API) that allows a computer program to access the features of the Microsoft Windows operating system in which the program is running.

Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if it is available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including Z-buffering, W-buffering, stencil buffering, spatial anti-aliasing, alpha blending, color blending, mipmapping, texture blending, clipping, culling, atmospheric effects, perspective-correct texture mapping, programmable HLSL shaders and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media ties.

In computing, Open Database Connectivity (ODBC) is a standard application programming interface (API) for accessing database management systems (DBMS). The designers of ODBC aimed to make it independent of database systems and operating systems. An application written using ODBC can be ported to other platforms, both on the client and server side, with few changes to the data access code.

In computing, the Windows Sockets API (WSA), later shortened to Winsock, is an application programming interface (API) that defines how Windows network application software should access network services, especially TCP/IP. It defines a standard interface between a Windows TCP/IP client application and the underlying TCP/IP protocol stack. The nomenclature is based on the Berkeley sockets API used in BSD for communications between programs.

<span class="mw-page-title-main">Shim (computing)</span> Software that intercepts and modifies behavior

In computer programming, a shim is a library that transparently intercepts API calls and changes the arguments passed, handles the operation itself or redirects the operation elsewhere. Shims can be used to support an old API in a newer environment, or a new API in an older environment. Shims can also be used for running programs on different software platforms than they were developed for.

Messaging Application Programming Interface (MAPI) is an API for Microsoft Windows which allows programs to become email-aware. While MAPI is designed to be independent of the protocol, it is usually used to communicate with Microsoft Exchange Server.

<span class="mw-page-title-main">DirectShow</span> Microsoft API

DirectShow, codename Quartz, is a multimedia framework and API produced by Microsoft for software developers to perform various operations with media files or streams. It is the replacement for Microsoft's earlier Video for Windows technology. Based on the Microsoft Windows Component Object Model (COM) framework, DirectShow provides a common interface for media across various programming languages, and is an extensible, filter-based framework that can render or record media files on demand at the request of the user or developer. The DirectShow development tools and documentation were originally distributed as part of the DirectX SDK. Currently, they are distributed as part of the Windows SDK.

In computing, D3DX is a high level API library which is written to supplement Microsoft's Direct3D graphics API. The D3DX library was introduced in Direct3D 7, and subsequently was improved in Direct3D 9. It provides classes for common calculations on vectors, matrices and colors, calculating look-at and projection matrices, spline interpolations, and several more complicated tasks, such as compiling or assembling shaders used for 3D graphic programming, compressed skeletal animation storage and matrix stacks. There are several functions that provide complex operations over 3D meshes like tangent-space computation, mesh simplification, precomputed radiance transfer, optimizing for vertex cache friendliness and strip reordering, and generators for 3D text meshes. 2D features include classes for drawing screen-space lines, text and sprite based particle systems. Spatial functions include various intersection routines, conversion from/to barycentric coordinates and bounding box and sphere generators.

<span class="mw-page-title-main">Microsoft Data Access Components</span> Framework

Microsoft Data Access Components is a framework of interrelated Microsoft technologies that allows programmers a uniform and comprehensive way of developing applications that can access almost any data store. Its components include: ActiveX Data Objects (ADO), OLE DB, and Open Database Connectivity (ODBC). There have been several deprecated components as well, such as the Jet Database Engine, MSDASQL, and Remote Data Services (RDS). Some components have also become obsolete, such as the former Data Access Objects API and Remote Data Objects.

The Speech Application Programming Interface or SAPI is an API developed by Microsoft to allow the use of speech recognition and speech synthesis within Windows applications. To date, a number of versions of the API have been released, which have shipped either as part of a Speech SDK or as part of the Windows OS itself. Applications that use SAPI include Microsoft Office, Microsoft Agent and Microsoft Speech Server.

A network socket is a software structure within a network node of a computer network that serves as an endpoint for sending and receiving data across the network. The structure and properties of a socket are defined by an application programming interface (API) for the networking architecture. Sockets are created only during the lifetime of a process of an application running in the node.

The Skype protocol is a proprietary Internet telephony network used by Skype. The protocol's specifications have not been made publicly available by Skype and official applications using the protocol are closed-source.

Windows Vista has many significant new features compared with previous Microsoft Windows versions, covering most aspects of the operating system.

In computing, Microsoft's Windows Vista and Windows Server 2008 introduced in 2007/2008 a new networking stack named Next Generation TCP/IP stack, to improve on the previous stack in several ways. The stack includes native implementation of IPv6, as well as a complete overhaul of IPv4. The new TCP/IP stack uses a new method to store configuration settings that enables more dynamic control and does not require a computer restart after a change in settings. The new stack, implemented as a dual-stack model, depends on a strong host-model and features an infrastructure to enable more modular components that one can dynamically insert and remove.

VRPN is a device-independent, network-based interface for accessing virtual reality peripherals in VR applications. It was originally designed and implemented by Russell M. Taylor II at the Department of Computer Science of the University of North Carolina at Chapel Hill. VRPN was maintained and supported by Sensics while it was business. It is currently maintained by ReliaSolve and developed in collaboration with a productive community of contributors. It is described more fully at vrpn.net and in VRPN-VRST.

The Stream Control Transmission Protocol (SCTP) is a computer networking communications protocol in the transport layer of the Internet protocol suite. Originally intended for Signaling System 7 (SS7) message transport in telecommunication, the protocol provides the message-oriented feature of the User Datagram Protocol (UDP), while ensuring reliable, in-sequence transport of messages with congestion control like the Transmission Control Protocol (TCP). Unlike UDP and TCP, the protocol supports multihoming and redundant paths to increase resilience and reliability.

References

  1. "[MC-DPL4CS]: DirectPlay 4 Protocol: Core and Service Providers".
  2. "Microsoft DirectX to Feature Real-Time Voice Technology". Microsoft News Center. 2012-10-23. Archived from the original on 2012-10-23. Retrieved 2020-01-25.
  3. White, Steven. "DirectX Frequently Asked Questions - Win32 apps". Windows Dev Center. Archived from the original on 2020-01-25. Retrieved 2020-01-25.

Some alternative libraries which serve the same purpose as DirectPlay