PFMultiplayerJoinLobby
Join a lobby as the local PlayFab entity.
Syntax
HRESULT PFMultiplayerJoinLobby(
PFMultiplayerHandle handle,
const PFEntityKey* newMember,
const char* connectionString,
const PFLobbyJoinConfiguration* configuration,
void* asyncContext,
PFLobbyHandle* lobby
)
Parameters
handle
PFMultiplayerHandle
The handle of the PFMultiplayer API instance.
newMember
PFEntityKey*
The local entity joining the lobby.
connectionString
char*
is null-terminated
The connection string used by the entity to join the lobby.
configuration
PFLobbyJoinConfiguration*
The initial configuration data used 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
This is an asynchronous operation. Upon successful completion, the title will be provided a PFLobbyMemberAddedStateChange followed by a PFLobbyUpdatedStateChange and PFLobbyJoinLobbyCompletedStateChange with the PFLobbyJoinLobbyCompletedStateChange::result field set to S_OK
. Upon a failed completion, the title will be provided a PFLobbyJoinLobbyCompletedStateChange with the PFLobbyJoinLobbyCompletedStateChange::result field set to a failure.
Requirements
Header: PFLobby.h