PFLobbyServerDataUpdate
A request to make an update to the associated server state of a client-owned lobby.
Syntax
struct PFLobbyServerDataUpdate {
const PFEntityKey* newServer;
uint32_t serverPropertyCount;
const char* const* serverPropertyKeys;
const char* const* serverPropertyValues;
}
Members
newServer
const PFEntityKey*
may be nullptr
An optional, new server to be associated with the client-owned lobby.
If specified, this entity must be a game_server entity.
There can only be one server associated with a lobby at a time. Setting a new server here replaces the currently associated server in the lobby.
serverPropertyCount
uint32_t
The number of server properties to update.
There might only be PFLobbyMaxServerPropertyCount
concurrent properties at any given time. Therefore, at most, twice that many unique properties can be specified in this update if half of those properties are being deleted.
If the property limits are violated, the entire update operation fails.
serverPropertyKeys
const char* const*
array of size serverPropertyCount
The keys of the server properties to update.
Only the properties specified in this list of keys are updated. If the key doesn't exist yet, the property will be created. If the new property value is nullptr, the property is deleted. Any existing properties omitted from this list are left unmodified.
serverPropertyValues
const char* const*
array of size serverPropertyCount
The values of the server properties to update.
To delete a value, provide nullptr as its new value.
Requirements
Header: PFLobby.h