> ## Documentation Index
> Fetch the complete documentation index at: https://docs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# PartyMessageReceivedOptions

> Flags describing how a message was received.

Flags describing how a message was received.

## Syntax

```cpp theme={null}
enum class PartyMessageReceivedOptions  : int32_t  
{  
    None = 0x0000,  
    GuaranteedDelivery = 0x0001,  
    SequentialDelivery = 0x0002,  
    RequiredFragmentation = 0x0004,  
}  
```

## Constants

| Constant | Description |
| - | - |
| None | There is no additional message reception information. |
| GuaranteedDelivery | The message's delivery was guaranteed.  This flag's presence or absence represents the actual delivery mode. The Party library may occasionally adjust messages internally to use guaranteed delivery even if [PartySendMessageOptions::GuaranteedDelivery](https://docs.xbox.com/services/playfab/multiplayer/networking/reference/enums/partysendmessageoptions.md) was not originally specified to [PartyLocalEndpoint::SendMessage()](https://docs.xbox.com/services/playfab/multiplayer/networking/reference/classes/PartyLocalEndpoint/methods/partylocalendpoint_sendmessage.md). It will never disable guaranteed delivery if it had originally been requested, however. |
| SequentialDelivery | The message was delivered using sequencing information.  This flag's presence or absence represents the actual delivery mode. The Party library may occasionally adjust messages internally to sequential delivery even if [PartySendMessageOptions::SequentialDelivery](https://docs.xbox.com/services/playfab/multiplayer/networking/reference/enums/partysendmessageoptions.md) was not originally specified to [PartyLocalEndpoint::SendMessage()](https://docs.xbox.com/services/playfab/multiplayer/networking/reference/classes/PartyLocalEndpoint/methods/partylocalendpoint_sendmessage.md). It will never disable sequential delivery if it had originally been requested, however. |
| RequiredFragmentation | The message was larger than could fit in available space in a single packet and needed to be split across multiple packets for delivery.  The Party library automatically fragments and reassembles large messages that exceed the maximum size supported by the environment so that callers are not required to manage this. However, there is a small amount of overhead associated with fragmentation. Callers that are able to send smaller messages or otherwise naturally break up large state payloads efficiently themselves may wish to do so. |

## Requirements

**Header:** Party.h

## See also

[Party members](https://docs.xbox.com/services/playfab/multiplayer/networking/reference/party_members.md)\
[PartyEndpointMessageReceivedStateChange](https://docs.xbox.com/services/playfab/multiplayer/networking/reference/structs/partyendpointmessagereceivedstatechange.md)\
[PartyLocalEndpoint::SendMessage](https://docs.xbox.com/services/playfab/multiplayer/networking/reference/classes/PartyLocalEndpoint/methods/partylocalendpoint_sendmessage.md)


## Related topics

- [PartyEndpointMessageReceivedStateChange](https://docs.xbox.com/services/playfab/multiplayer/networking/reference/structs/partyendpointmessagereceivedstatechange.md)
- [Party C/C++ API overview](https://docs.xbox.com/services/playfab/multiplayer/networking/reference/party_members.md)
- [PartyChatTextReceivedOptions](https://docs.xbox.com/services/playfab/multiplayer/networking/reference/enums/partychattextreceivedoptions.md)
- [PartyTranslationReceivedOptions](https://docs.xbox.com/services/playfab/multiplayer/networking/reference/enums/partytranslationreceivedoptions.md)
- [PartySendMessageOptions](https://docs.xbox.com/services/playfab/multiplayer/networking/reference/enums/partysendmessageoptions.md)
