XUserAddAsync
Asynchronously adds a user to a game session.
Syntax
HRESULT XUserAddAsync(
XUserAddOptions options,
XAsyncBlock* async
)
Parameters
options _In_
Type: XUserAddOptions
Options for adding a user to a game session.
async _Inout_
Type: XAsyncBlock*
An XAsyncBlock for polling for the call's status and retrieving call results.
Return value
Type: HRESULT
HRESULT success or error code. For a list of error codes, see Error Codes.
Remarks
XUserAddAsync starts an asynchronous operation to add a user to the game. Use XUserAddResult to retrieve the results of the operation.
XUserAddAsync always shows an Account Picker UI unless either XUserAddOptions::AddDefaultUserSilently or XUserAddOptions::AddDefaultUserAllowingUI is passed to the options parameter.
If you use XUserAddOptions::AddDefaultUserSilently, XUserAddAsync does not show a UI.
There are some considerations with this function when using the simplified user model (NDA topic)Authorization required:
- With simplified user model, developers should ensure that options is set to XUserAddOptions::AddDefaultUserSilently:
- On console, loose-deployed games using the simplified user model will not be allowed to launch unless there is already a default user signed in.
- On PC, loose-deployed games using the simpfied user model can be launched without a user; however, when the game calls XUserAddAsync, if nobody is signed in, the game will get terminated and the PC Bootstrapper will get launched to help sign-in a user. Subsequent launches will work just fine so long as the user is fully signed into Xbox Live.
There are some edge cases that developers should know about if they repeatedly call XUserAddAsync with options set to XUserAddOptions::AddDefaultUserSilently:
- If you call this repeatedly, and we know the default user who launched the game, it will return that same user.
- If the previously known default user has signed out, and there is only one user signed into the device, it will mark that user as the new "default" user and return that.
- If the previously known default user has signed out, and there are multiple users signed into the device, it will return E_GAMEUSER_NO_DEFAULT_USER.
If a default user is not available, XUserAddResult returns E_GAMEUSER_NO_DEFAULT_USER. You must call XUserAddAsync with options not set to XUserAddOptions::AddDefaultUserSilently.
There are also some edge cases that developers should know about if they repeatedly call XUserAddAsync with options set to XUserAddOptions::AddDefaultUserAllowingUI. These are very similar (but not identical) to the silent UI case:
- If you call this repeatedly, and we know the default user who launched the game, it will return that same user.
- If the previously known default user has signed out, and there is only one user signed into the device, it will mark that user as the new "default" user and return that.
- If the user has signed out who initially launched the game, and the number of users is either 0 or more than 1, the system will show UI to get the user and then set that user as the default.
You cannot use XUserAddOptions::AllowGuests with XUserAddOptions::AddDefaultUserSilently. A guest cannot be the default user. You can safely use XUserAddOptions::AllowGuests regardless of whether the current platform supports guests.
You must close each XUserHandle handle you retrieve from an XUsers API only once by calling XUserCloseHandle.
Input device pairing is performed upon successful completion of XUserAddAsync. If the sign-in happened automatically without UI due to the XUserAddOptions::AddDefaultUserSilently or XUserAddOptions::AddDefaultUserAllowingUI options, then the input devices assigned to the user in the system are propogated to the title. If the UI was shown for the sign-in, the input device that selected the user is assigned to that user.
Device association can be tracked via the XUserRegisterForDeviceAssociationChanged method.
The following example demonstrates how to asynchronously add a user to a game session.
HRESULT AddUserComplete(XAsyncBlock* ab)
{
unique_user_handle user;
RETURN_IF_FAILED(XUserAddResult(ab, &user));
XUserLocalId userLocalId;
XUserGetLocalId(user.get(), &userLocalId);
auto iter = std::find_if(
_users.begin(),
_users.end(),
[&userLocalId](const User& candidate)
{
XUserLocalId candidateUserLocalId;
XUserGetLocalId(candidate.Handle(), &candidateUserLocalId);
return candidateUserLocalId == userLocalId;
});
// User already known
if (iter != _users.end())
{
appLog.AddLog("User already in list\n");
return S_OK;
}
try
{
_users.emplace_back(user.get());
_users.back().LoadGamerPicAsync(_queue);
}
CATCH_RETURN();
return S_OK;
}
HRESULT AddUser(bool allowGuests, bool silent)
{
auto asyncBlock = std::make_unique<XAsyncBlock>();
ZeroMemory(asyncBlock.get(), sizeof(*asyncBlock));
asyncBlock->queue = _queue;
asyncBlock->context = this;
asyncBlock->callback = [](XAsyncBlock* ab)
{
auto asyncBlock = std::unique_ptr<XAsyncBlock>(ab);
LOG_IF_FAILED(static_cast<UserWindow*>(ab->context)->AddUserComplete(ab));
};
XUserAddOptions options = XUserAddOptions::None;
if (allowGuests)
{
WI_SET_FLAG(options, XUserAddOptions::AllowGuests);
}
if (silent)
{
WI_SET_FLAG(options, XUserAddOptions::AddDefaultUserSilently);
}
if (SUCCEEDED_LOG(XUserAddAsync(
options,
asyncBlock.get())))
{
// The call succeeded, so release the std::unique_ptr ownership of XAsyncBlock* since the callback will take over ownership.
// If the call fails, the std::unique_ptr will keep ownership and delete the XAsyncBlock*
asyncBlock.release();
}
return S_OK;
}
Requirements
Header: XUser.h
Library: xgameruntime.lib
Supported platforms: Windows, Xbox One family consoles and Xbox Series consoles