PFMultiplayerJoinLobbyAsServer
Join a client-owned lobby as a server.
Syntax
HRESULT PFMultiplayerJoinLobbyAsServer(
PFMultiplayerHandle handle,
const PFEntityKey* server,
const char* connectionString,
const PFLobbyServerJoinConfiguration* configuration,
void* asyncContext,
PFLobbyHandle* lobby
)
Parameters
handle
PFMultiplayerHandle
The handle of the PFMultiplayer API instance.
server
PFEntityKey*
The PlayFab Entity Key of the server joining the lobby. Its entity type must be "game_server".
connectionString
char*
is null-terminated
The connection string used by the server to join the lobby.
configuration
PFLobbyServerJoinConfiguration*
The initial server-owned data to be stored when joining the lobby.
asyncContext
void*
optional
An optional, app-defined, pointer-sized context value that can be used to associate the completion state change with this call.
lobby
PFLobbyHandle*
optional, library-allocated output
The optional, output lobby object, which can be used to queue operations for immediate execution of this operation completes.
Return value
Type: HRESULT
S_OK
if the call succeeded or an error code otherwise. The human-readable form of the error code can be retrieved via PFMultiplayerGetErrorMessage().
Remarks
To use this feature, you must define PFMULTIPLAYER_INCLUDE_SERVER_APIS before including PFLobby.h.
This is an asynchronous operation. Completion of this method's execution isn't necessarily completion of the operation.
Upon successful completion, the title is provided a PFLobbyUpdatedStateChange with the PFLobbyUpdatedStateChange::serverUpdate member appropriately populated, and a PFLobbyJoinLobbyAsServerCompletedStateChange with the PFLobbyJoinLobbyAsServerCompletedStateChange::result field set to S_OK
.
Upon a failed completion, the title is provided a PFLobbyJoinLobbyAsServerCompletedStateChange with the PFLobbyJoinLobbyAsServerCompletedStateChange::result field set to a failure.
This operation is restricted to client-owned lobbies that are using connections.
Requirements
Header: PFLobby.h