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//// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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//// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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//// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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//// PARTICULAR PURPOSE.
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////
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//// Copyright (c) Microsoft Corporation. All rights reserved
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#pragma once
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namespace Microsoft { namespace Xbox { namespace Samples { namespace NetworkMesh {
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public enum class MessageTypeEnum
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{
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GAME_HEARTBEAT_DATA = 1, // Heartbeat
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GAME_HELLO_DATA = 2, // First message sent between clients
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GAME_CHAT_DATA = 3, // Sending chat data
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GAME_ACK = 4, // Sending ACK packet
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GAME_CUSTOM_DATA = 64 // Message type 64 or higher is custom data as defined by the game
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};
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// Set data alignment to be 1 byte
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#pragma pack(push)
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#pragma pack(1)
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struct MeshPacketHeader
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{
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uint16 messageId; // To keep track of packets being sent/received to detect number of packets dropped.
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uint8 messageType; // Type of message (MessageTypeEnum)
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uint8 consoleId; // Mesh unique identifier of the console who created packet
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uint16 messageSize; // Total number of bytes in the packet
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};
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struct MeshPacketHelloMessageHeader
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{
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uint8 respondingToHello; // Set to 1 if this packet is responding to a hello message
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uint16 consoleNameLength; // Length is number of characters, NOT including any null termination
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};
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// Store data alignment
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#pragma pack(pop)
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}}}}
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