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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.

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closed as not a real question by Maik Semder, msell, Nicol Bolas, Laurent Couvidou, Tetrad Jun 11 '13 at 19:30

It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.If this question can be reworded to fit the rules in the help center, please edit the question.

Could you clarify your actual question? You provide a lot of background detail, but you may want to revise your question if you wish to get better answers. – Nick Caplinger Jun 7 '13 at 18:50
You can use sockets in both, so it doesnt matter. Take a look at lidgren library. – Kikaimaru Jun 7 '13 at 18:53
I want to know if it's possible to create an online game using the library provided by monogame. – dazerdude Jun 8 '13 at 13:34
This is basically a "which technology to use" question. Hence voting to close. – Maik Semder Jun 11 '13 at 8:25
Also, there's no question in this question. – Laurent Couvidou Jun 11 '13 at 16:15
up vote 0 down vote accepted

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.

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