## L

latency
  The time in milliseconds it takes for a small packet to reach a given destination. You can use IDirectPlay3::GetCaps to retrieve the latency of the service provider. The dwlatency member of the DPCAPS structure represents the service provider's estimate of typical net latency; for example, the latency on the Internet is typically about 500 ms.
lobby client
  An application that has joined a lobby session. Joining a lobby session gives the client application access to all the information on the lobby server, and enables the user to interact with other users on the lobby server. The lobby client uses lobby management routines to locate and join sessions.
lobby-aware application
  An application that, at a minimum, supports being launched from a lobby.
lobby provider
  A client component (DLL) supplied by the developer of a lobby server. It implements communications functions with the lobby server as requested by DirectPlay. The DirectX Software Development Kit (SDK) installs a lobby provider for use with the test lobby server (LSERVER.EXE) that is included with the SDK.
lobby server
  A common place on a network that (at a minimum) tracks DirectPlay application sessions in progress and also tracks users that are connected to the server. The lobby server coordinates all the information about the users connected to a specific application. Users can navigate around the lobby server to find areas of interest. At any location on the lobby server, the user can chat with other users, join sessions that are in progress, or gather a group of players to start a new session.
lobby session
  A connection to a lobby server where clients and the server have not been specifically written to interoperate.

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