PFMultiplayerCreateServerBackfillTicket
Creates a server backfill ticket.
Syntax
HRESULT PFMultiplayerCreateServerBackfillTicket(
PFMultiplayerHandle handle,
const PFEntityKey* server,
const PFMatchmakingServerBackfillTicketConfiguration* configuration,
void* asyncContext,
PFMatchmakingTicketHandle* ticket
)
Parameters
handle
PFMultiplayerHandle
The handle of the PFMultiplayer API instance.
server
PFEntityKey*
The server entity.
configuration
PFMatchmakingServerBackfillTicketConfiguration*
The backfill ticket configuration.
asyncContext
void*
optional
An optional, app-defined, pointer-sized context value that can be used to associate the completion state change with this call.
ticket
PFMatchmakingTicketHandle*
library-allocated output
The resulting ticket object.
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 PFMatchmaking.h.
The library automatically, and asynchronously, submits a server backfill ticket to the matchmaking service. Each time the ticket status changes, a PFMatchmakingTicketStatusChangedStateChange is provided. The ticket status can be queried at any time via PFMatchmakingTicketGetStatus(). The ticket immediately starts in the PFMatchmakingTicketStatus::Creating
state.
When the ticket completed, a PFMatchmakingTicketStatusChangedStateChange is provided. At that point, a match for the backfill ticket is found or the ticket stopped due to failure. On success, the match that was found can be queried via PFMatchmakingTicketGetMatch(). The regionPreferences
in PFMatchmakingMatchDetails only contains the region that the server is located in.
If ticket creation fails because there are already too many tickets for the users specified in the configuration, the library transparently cancels those outstanding tickets and then retries ticket creation.
This function requires that a previous call to PFMultiplayerSetEntityToken() was made to set the game server entity token.
Requirements
Header: PFMatchmaking.h