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14<h1 align="left">DWC_NasLoginAsync</h1>
15<h2>Syntax</h2>
16
17<dl>
18  <dd>
19<CODE>#include &lt;dwc.h&gt;</CODE><BR>
20  <BR>
21  <PRE><CODE>BOOL <a href=DWC_NasLoginAsync.html#dwc__naslogin_8h_1a0f77fb9c1018056df15e79aa1a81131>DWC_NasLoginAsync</a>(void);</CODE></PRE></dd>
22</dl>
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24<h2>Arguments</h2>
25
26<p>None.</p>
27
28<h2>Return Values</h2>
29
30<TABLE border="1" width="100%">
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33    <TR>
34<TD width="13%"><EM><STRONG>TRUE</STRONG></EM></TD>
35<TD width="87%">Successful start of the login operation.</TD>
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38    <TR>
39<TD width="13%"><EM><STRONG>FALSE</STRONG></EM></TD>
40<TD width="87%">Failed starting the login operation.</TD>
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43  </TBODY>
44</TABLE>
45
46<H2>Description</H2>
47<p>This function performs  authentication with the Nintendo Authentication Server and connects to the Nintendo Wi-Fi Connection. After calling this function, you must continue the login operation by calling <CODE>DWC_NASLoginProcess</CODE> function.</p><p>An internet connection must be established before calling this function. For details about the network connection, see the documentation and demo programs for the SO library.</p><p>There is no need to call this function if you are using the <CODE>FriendsMatch</CODE> library, since the <a href=DWC_LoginAsync.html#dwc__main_8h_1ac1f7f301938afe8408be88dfa65f217><CODE>DWC_LoginAsync</CODE></a> function performs similar processing.</p><p>This function calls the <CODE>NHTTPStartup</CODE> function internally. Avoid the overlapping use of NHTTP before and after the time interval between when this function is called and log-in is completed.</p>
48
49<h2>See Also</h2>
50<p>
51
52<CODE><A href="DWC_LoginAsync.html">DWC_LoginAsync</A></CODE>
53
54</p>
55
56<H2>Revision History</H2>
57<DL>
58
59<DT><para>1.4.12</DT>
60<DD>Added information specific to conflicts in NHTTP.</DD>
61
62<DT><para>1.4.10</DT>
63<DD>Added a section concerning the details of connecting to the network.</DD>
64
65</DL>
66<hr><p>CONFIDENTIAL</p></body>
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