3.2.5.7 DPSP_MSG_NEGOTIATE

When a DirectPlay host receives a DPSP_MSG_NEGOTIATE message (section 2.2.38), it MUST ignore the message if the sending client is not in the process of joining a game; otherwise, it MUST process it as an NTLM NEGOTIATE_MESSAGE packet, as specified in [MS-NLMP] section 2.2.1.1.

If the negotiate message is successful, then the host MUST format and transmit a DPSP_MSG_CHALLENGE message (section 2.2.17) with the SecurityToken field set to an NTLM CHALLENGE_MESSAGE, as specified in [MS-NLMP] section 2.2.1.2.

If the negotiate message is unsuccessful, then the host MUST format and transmit a DPSP_MSG_AUTHERROR message (section 2.2.16) to the client.