3.1.4.16.1 Sending Encrypted/Signed Data

When a higher-level entity requires to send encrypted or signed data, then the DirectPlay client MUST encrypt or sign the data using the encryption algorithm specified by Game.CAPIProviderType and the public key of the recipient. It MUST then wrap the encrypted or signed data in a DPSP_MSG_SIGNED packet (section 2.2.52). If the higher-level entity requested that the message be signed, the DirectPlay client MUST append the encryption signature to the DPSP_MSG_SIGNED packet and transmit the resulting packet to the designated recipient.