# RecvNetMsg()

# Parameters

None.

# Description

First off, this ONLY works when you have joined a network game via StartNetGame or JoinNetGame and you have created a player via CreateNetPlayer (you must create a player, even if it is just to lurk).
This returns a TRUE value if a message was received, FALSE if none has been received. This will typically go inside a function that is constantly being checked for message and decode and handle them. You will use NetMsgType, NetMsgFrom, NetMsgTo, and NetMsgData$ to get the important information from the message and act on it.
The example requires that you run it on a remote machine while the local computer runs the example in the SendNetMsg command.

# Example

; RecvNetMsg() example
; --------------------
; Run this program on the REMOTE computer to 'watch'
; the activity of the SendNetMsg example. Run that
; example on local machine.
;
; This program will tell you when a player involved in
; the game hits a wall ...
; We'll use this instead of JoinHostGame - make it easier
StartNetGame()
; Create a player - a player must be created to
; receive mesages!
playerID=CreateNetPlayer("Shane")
; Loop and get status
While Not KeyHit(1)
; Check to see if we've received a message
If RecvNetMsg() Then
; if we did, let's figure out what type it is
; we know it will be a user message, though
msgType=NetMsgType()
; 1-99 means a user message
If msgType>0 And msgType<100 Then
; Let's see who the message was from
msgFrom=NetMsgFrom()
; Let's get the message!
msgData$=NetMsgData$()
; Print the message
Print msgData$
End If
End If
Wend

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