NET_Packet message; message.w_begin(); message.w_u32(45321); // writing a 32-bit unsigned integer to the packet message.w_string("Hello world!"); // writing a string to the packet message.w_end(); // send the packet over the network connection send_packet(message.get_data(), message.size(), destination_address);
NET_Packet message; receive_packet(message_data, message_size, sender_address); // receive a packet over the network message.r_begin(message_data, message_size); uint32_t integer_value = message.r_u32(); // read a 32-bit unsigned integer from the packet std::string string_value = message.r_string(); // read a string from the packet message.r_end(); // use the received values in your applicationIn this example, we first receive a packet over a network connection using the receive_packet() function. We then create a NET_Packet object called message and begin reading data from the packet using r_begin() function. We then read a 32-bit unsigned integer and a string from the packet using r_u32() and r_string() functions respectively. Finally, we call r_end() to finalize the reading process. These examples appear to be using the RakNet networking library, which is commonly used in game development.