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

See also

PFLobby members