WorldPacket packet; packet << uint8(MSG_POSITION_UPDATE); packet << position.x << position.y << position.z; networkManager->Send(packet);
WorldPacket packet = networkManager->Receive(); uint8 messageType; packet >> messageType; switch (messageType) { case MSG_CHAT_MESSAGE: { string sender, message; packet >> sender >> message; chatManager->HandleIncomingChatMessage(sender, message); break; } case MSG_PLAYER_JOINED: { uint32 playerId; string playerName; packet >> playerId >> playerName; playerManager->AddPlayer(playerId, playerName); break; } // ... }In this code, we receive a packet from the network manager and extract its message type using the >> operator. We then use a switch statement to handle different message types, extracting specific data from the packet as needed. In this case, we might receive a chat message with a sender and message text, or a player joined message with a player ID and name. Based on the use of WorldPacket and the context of the code examples provided, it is likely that WorldPacket is part of a game networking library or framework.