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MultiplayerSession.Join Method

Definition

Overloads

Join()

Joins the user that either created or got the session to the session.
It does not set an initialization request and does not set specified member constants

Join(String)

Joins the user that either created or got the session to the session, using the specified member constants. It does not set an initialization request

Join(String, Boolean)

Joins the user that either created or got the session to the session, using the specified member constants and an initialization request.

Join(String, Boolean, Boolean)

Joins the user that either created or got the session to the session, using the specified member constants, an initialization request, and a join condition.

Join()

Joins the user that either created or got the session to the session.
It does not set an initialization request and does not set specified member constants

[Windows.Foundation.Metadata.Overload("Join4")]
public Microsoft.Xbox.Services.Multiplayer.MultiplayerSessionMember Join ();
abstract member Join : unit -> Microsoft.Xbox.Services.Multiplayer.MultiplayerSessionMember
override this.Join : unit -> Microsoft.Xbox.Services.Multiplayer.MultiplayerSessionMember
Public Function Join () As MultiplayerSessionMember

Returns

The MultiplayerSessionMember object that represents the user.

Implements

Microsoft.Xbox.Services.Multiplayer.__IMultiplayerSessionPublicNonVirtuals.Join
Attributes
Windows.Foundation.Metadata.OverloadAttribute

Remarks

After calling Join, the system or title must call MultiplayerService.WriteSessionAsync to write batched local changes to the service. If Join is called without calling WriteSessionAsync, it only changes the local session object but does not commit it to the service.

Applies to

Join(String)

Joins the user that either created or got the session to the session, using the specified member constants. It does not set an initialization request

[Windows.Foundation.Metadata.Overload("Join3")]
public Microsoft.Xbox.Services.Multiplayer.MultiplayerSessionMember Join (string memberCustomConstantsJson);
abstract member Join : string -> Microsoft.Xbox.Services.Multiplayer.MultiplayerSessionMember
override this.Join : string -> Microsoft.Xbox.Services.Multiplayer.MultiplayerSessionMember
Public Function Join (memberCustomConstantsJson As String) As MultiplayerSessionMember

Parameters

memberCustomConstantsJson
String

(Optional) A JSON string with custom constants for the new session member. This is the only time the member's constants can be set.

Returns

The MultiplayerSessionMember object that represents the user.

Implements

Microsoft.Xbox.Services.Multiplayer.__IMultiplayerSessionPublicNonVirtuals.Join(System.String)
Attributes
Windows.Foundation.Metadata.OverloadAttribute

Remarks

After calling Join, the Xbox system or title must call MultiplayerService.WriteSessionAsync to write batched local changes to the service. If Join is called without calling WriteSessionAsync, it only changes the local session object but does not commit it to the service.

Applies to

Join(String, Boolean)

Joins the user that either created or got the session to the session, using the specified member constants and an initialization request.

[Windows.Foundation.Metadata.Deprecated("Call Join(String^) or Join(String^, bool, bool) instead", Windows.Foundation.Metadata.DeprecationType.Deprecate, 0)]
[Windows.Foundation.Metadata.Overload("Join2")]
public Microsoft.Xbox.Services.Multiplayer.MultiplayerSessionMember Join (string memberCustomConstantsJson, bool initializeRequested);
abstract member Join : string * bool -> Microsoft.Xbox.Services.Multiplayer.MultiplayerSessionMember
override this.Join : string * bool -> Microsoft.Xbox.Services.Multiplayer.MultiplayerSessionMember
Public Function Join (memberCustomConstantsJson As String, initializeRequested As Boolean) As MultiplayerSessionMember

Parameters

memberCustomConstantsJson
String

(Optional) A JSON string with custom constants for the new session member. This is the only time the member's constants can be set.

initializeRequested
Boolean

True if the caller would like to enroll in automatic member initialization, and false otherwise. Usually used for QoS.

Returns

The MultiplayerSessionMember object that represents the user.

Implements

Microsoft.Xbox.Services.Multiplayer.__IMultiplayerSessionPublicNonVirtuals.Join(System.String,System.Boolean)
Attributes
Windows.Foundation.Metadata.DeprecatedAttribute Windows.Foundation.Metadata.OverloadAttribute

Remarks

After calling Join, the system or title must call MultiplayerService.WriteSessionAsync to write batched local changes to the service. If Join is called without calling WriteSessionAsync, it only changes the local session object but does not commit it to the service.

Applies to

Join(String, Boolean, Boolean)

Joins the user that either created or got the session to the session, using the specified member constants, an initialization request, and a join condition.

[Windows.Foundation.Metadata.Overload("Join1")]
public Microsoft.Xbox.Services.Multiplayer.MultiplayerSessionMember Join (string memberCustomConstantsJson, bool initializeRequested, bool joinWithActiveStatus);
abstract member Join : string * bool * bool -> Microsoft.Xbox.Services.Multiplayer.MultiplayerSessionMember
override this.Join : string * bool * bool -> Microsoft.Xbox.Services.Multiplayer.MultiplayerSessionMember
Public Function Join (memberCustomConstantsJson As String, initializeRequested As Boolean, joinWithActiveStatus As Boolean) As MultiplayerSessionMember

Parameters

memberCustomConstantsJson
String

(Optional) A JSON string with custom constants for the new session member. This is the only time the member's constants can be set.

initializeRequested
Boolean

True if the caller would like to enroll in automatic member initialization, and false otherwise. Usually used for QoS.

joinWithActiveStatus
Boolean

True if the player should join with an active status.

Returns

The MultiplayerSessionMember object that represents the user.

Implements

Microsoft.Xbox.Services.Multiplayer.__IMultiplayerSessionPublicNonVirtuals.Join(System.String,System.Boolean,System.Boolean)
Attributes
Windows.Foundation.Metadata.OverloadAttribute

Remarks

After calling Join, the system or title must call MultiplayerService.WriteSessionAsync to write batched local changes to the service. If Join is called without calling WriteSessionAsync, it only changes the local session object but does not commit it to the service.

Applies to