oldergamer
Member
I'm going to restrict myself to only replying to this, and hopefully you can extrapolate from there the rest of what you need to understand.
Data Traffic does not flow through X-Box Live. X-Box Live is not a physical telecommunications infrastructure. This is how communications work:
Local End -> Network -> Distant End
The local end is your device. The network is your ISP. The only part X-Box Live plays in the procedure is providing a distant end to connect to, either directly (in the case of Marketplace pages and account validation), or indirectly (matchmaking to locate a valid peer to serve as the distant end).
You send data to X-Box Live only when you need to, otherwise your data is sent to the dedicated game server (which usually is not a part of Live) or peer (ie, other user). The data does not route through X-Box Live on the way there somehow. That would be a routing nightmare and would make the service absurdly high-latency in the vast majority of physical locations in the world. The data routes as such traffic invariably does: through a series of intermediaries determined to have the lowest overall ping at the time of transmission.
This constant refrain of "encryption" is baffling and completely unrelated, given the way an MMORPG's client-server relationship works. A client (a PS4 or XB1) does not have to be able to communicate with another client in any way, shape, or form, and in fact will not do so in the network architecture. A client communicates only with the server; the server then communicates with other clients on the original client's behalf. The fact that other clients might be PS4s or PCs or iPhones has absolutely no bearing for anyone other than the network engineers who have to make sure their server can properly handle traffic from multiple sources.
I understand what you're saying, but I'm telling you there more communication going on with xbox live then you understand. It's not about building a game for the xbox live (hardware), but making a game that is connected to it and uses the protocols & encryption laid out by MS.
I'll leave you with this. If you were essentially not still communicating with the xbox service ( as you describe), then if you were disconnected from the xbox live service even for a 20 seconds, you will drop connection from that independant server.