Gathering |
A concept representing a session that zero or more clients join. The idea of a gathering has a broader meaning than a "matchmaking room." The NEX library matchmaking features can use the nn::nex::MatchmakeSession and nn::nex::Community classes inherited from the nn::nex::Gathering class. |
Matchmaking session |
A gathering specialized for matchmaking. |
Persistent gathering |
A persistent gathering enabling matchmaking between a specific group of users. A matchmaking session is required for actual matchmaking. |
Community |
Same as a persistent gathering. |
Owner |
The owner of a gathering. The state of a gathering can only be changed by its owner. |
Host |
The individual in charge of a peer-to-peer (P2P) session. This role does not imply special privileges, such as the ability to change a gathering. It exists to link matchmaking processes with P2P communication. The owner and the host are not necessarily the same. |
Friend server |
A server that allows you to use friend presence features. Because a daemon process handles friend server communication in the background, applications do not need to worry about the details of sending and receiving data. To log in to a game server, you must log in to the friend server. |
Game server |
A server used to implement features such as matchmaking and rankings. Although there is a separate game server for each game, it does not need to manage accounts and friend information because those are managed by the friend server. |
Service client |
A collection of NEX server-client communication processes for a service or feature. The following service clients are used for matchmaking: MatchmakeExtensionClient (for matchmaking), NATTraversalClient (for NAT traversal), and MessagingClient (for optional messaging). |