Packet IDs

The following code sample includes the packet IDs that are sent by the multiplayer system. You must use the packet IDs shown in this example to determine packet contents.

// The following defines are the IDs that are used as tags on the packets

// sent by the multiplayer system.

typedefenum

{

MULTIPLAYER_PACKET_ID_BASE = 0x1000,

MULTIPLAYER_PACKET_ID_PARAMS = MULTIPLAYER_PACKET_ID_BASE,

MULTIPLAYER_PACKET_ID_ADD_PLAYER_REQUEST,

MULTIPLAYER_PACKET_ID_ADD_OBSERVER_REQUEST,

MULTIPLAYER_PACKET_ID_CHANGE_TO_PLAYER,

MULTIPLAYER_PACKET_ID_CHANGE_TO_OBSERVER,

MULTIPLAYER_PACKET_ID_ADD_PLAYER_REFUSED,

MULTIPLAYER_PACKET_ID_ADD_OBSERVER_REFUSED,

MULTIPLAYER_PACKET_ID_QUERY_PLAYER_TYPE,

MULTIPLAYER_PACKET_ID_RETRANSMIT_JOIN_PLAYER,

MULTIPLAYER_PACKET_ID_RETRANSMIT_JOIN_OBSERVER,

MULTIPLAYER_PACKET_ID_REQUEST_OBSERVER,

MULTIPLAYER_PACKET_ID_RETRANSMIT_GO_OBSERVER,

MULTIPLAYER_PACKET_ID_OBSERVER_CHANGE_OK,

MULTIPLAYER_PACKET_ID_OBSERVER_CHANGE_REFUSED,

MULTIPLAYER_PACKET_ID_CHANGE_PLAYER_PLANE,

MULTIPLAYER_PACKET_ID_QUERY_PLAYER_PLANE,

MULTIPLAYER_PACKET_ID_REMOTE_PLANE_UNKNOWN,

MULTIPLAYER_PACKET_ID_PLAYER_CRASH,

MULTIPLAYER_PACKET_ID_HOST_QUIT,

MULTIPLAYER_PACKET_ID_REQUEST_SITUATION,

MULTIPLAYER_PACKET_ID_SITUATION_DATA,

MULTIPLAYER_PACKET_ID_TEXTURE_REQUEST_LIST,

MULTIPLAYER_PACKET_ID_LEAVE_SESSION,

MULTIPLAYER_PACKET_ID_SYNC_INFORMATION,

MULTIPLAYER_PACKET_ID_POSITION_LLAPBH,

MULTIPLAYER_PACKET_ID_POSITION_VELOCITY,

MULTIPLAYER_PACKET_ID_INITIALIZE_AIRCRAFT_SEND,

MULTIPLAYER_PACKET_ID_AIRCRAFT_SEGMENT,

MULTIPLAYER_PACKET_ID_AIRCRAFT_CANCEL,

MULTIPLAYER_PACKET_ID_INITIALIZE_TEXTURE_SEND,

MULTIPLAYER_PACKET_ID_TEXTURE_SEGMENT,

MULTIPLAYER_PACKET_ID_TEXTURE_CANCEL,

MULTIPLAYER_PACKET_CHAT_TEXT_SEND,

} MULTIPLAYER_PACKET_ID;