I've got a mostly working PC game in XNA 4, and am looking to make it networked. From the documentation it seems that I can use XNA Networking through GFWL to do LAN sessions, but not online sessions (without each account paying microsoft a bucket of cash...). I started poking around and found MonoGame, but their documentation is kinda scattered. They have a peer to peer sample, but I'd like to know if this translates to the ability to find online sessions before I get started porting my game.
closed as not a real question by Maik Semder, msell, Nicol Bolas, Laurent Couvidou, Tetrad♦ Jun 11 '13 at 19:30
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You shouldn't be doing networking through XNA or Monogame.
Use C# / .net's built in System.Net code.
Specifically, sockets... just google "C# .net sockets client-server example" or similar things, and start learning how sockets work. Make an online chat room or something to practice... when you got it down, you can directly move your code over to your XNA or Mono project.