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590 bytes added ,  01:21, 21 October 2020
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This is used for communicating with accessories over local wifi - in particular, [[Mario Kart Live: Home Circuit]] uses this.
 
This is used for communicating with accessories over local wifi - in particular, [[Mario Kart Live: Home Circuit]] uses this.
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A beacon is broadcasted. The SSID in the beacon is hidden (all-zero with the same length as the original SSID). The beacon contains two custom Nintendo tags with OUI <code>00:22:aa</code>.
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A beacon is broadcasted. The SSID in the beacon is hidden (all-zero with the same length as the original SSID). The beacon contains two custom Nintendo tags with OUI <code>00:22:aa</code>. The beacon is identical to ldn, except for the following (besides SSID length difference and the lp2p-only Nintendo tags):
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* "Tag: Traffic Indication Map (TIM)": "DTIM count" for lp2p is 1, with ldn it's 0.
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* "Tag: HT Capabilities (802.11n D1.10)": "HT Short GI for 20MHz" is set to "Not supported", for ldn it's "Supported".
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* "Tag: Vendor Specific: Microsoft Corp.: WMM/WME: Parameter Element" "Ac Parameters ACI 0": "CW Min: 15" for lp2p, "CW Min: 63" for ldn.
    
Action frames are only sent when done so by [[#SendToOtherGroup]].
 
Action frames are only sent when done so by [[#SendToOtherGroup]].
    
Communication uses standard sockets and the above Action frames. Switch consoles presumably only use the Action frames to communicate with each other?
 
Communication uses standard sockets and the above Action frames. Switch consoles presumably only use the Action frames to communicate with each other?
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It's unknown how connecting (?) to the group owner is done - there's no response to probe requests sent by a Linux machine.
    
The DHCP server thread is started by the "nn.lp2p.StateMachine" thread eventually during group [[#CreateGroup|creation]].
 
The DHCP server thread is started by the "nn.lp2p.StateMachine" thread eventually during group [[#CreateGroup|creation]].
    
[[Category:Services]]
 
[[Category:Services]]

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