3.2.4 Higher-Layer Triggered Events

A DirectPlay 4 game host functions as a DirectPlay client and, as such, MUST handle all of the higher-layer triggered events as specified in section 3.1.4.

Note When a DirectPlay client is the host, the messages specified in section 3.1.4 as being sent to or from the host, are therefore, inherently sent to or from the host itself. An implementation can handle these local message transport paths specifically for optimization or for other purposes, as long as the resulting protocol state or behavior remains the same as would be expected for and by external clients.