Join Request Message Structure
The join request message structure is a standard NetSprocket network message you can use to notify the host that a player wishes to join a game about to start or one that is in progress. This structure will only be passed to your application if you install a custom join request handler. You will not get this structure via theNSpMessage_Get
function. See theNSpInstallJoinRequestHandler
function on (page 4-48) for more information. The join request message structure is defined by the NSpJoinRequestMessage data type.This is an example of how you can construct your own message structures. Each structure is made using the message header structure followed by any custom data. Be sure to set the
messageLen
field in the header of the record to the size of your structure.
typedef struct NSpJoinRequestMessage { NSpMessageHeader header; Str31 name; Str31 password; UInt32 type; UInt32 customDataLen; UInt8 customData[kVariableLengthArray]; } NSpJoinRequestMessage;Field descriptions
- header
- A valid game object.
- name
- The name of a prospective player.
- password
- A string being passed by the prospective player to attempt to match the password required by the host.
- type
The t
ype of the prospective player.- customDataLen
- The length of the custom data passed by the game attempting to join.
- customData
- Data that was passed to a call to the
NSpGame_Join
function made by the prospective player. This is not used by NetSprocket.