3.1.5.2 DPSP_MSG_CHALLENGE

When a DirectPlay 4 client receives a DPSP_MSG_CHALLENGE (section 2.2.17), it MUST ignore the message if it is not in the process of joining a game session. If the client is in the process of joining a game session, it MUST stop the logon timer and it MUST format an NTLM RESPONSE packet as specified in [MS-NLMP]. It then MUST format and send a DPSP_MSG_CHALLENGERESPONSE (section 2.2.18) message to the game host. It MUST then start the logon timer.