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PFMultiplayerUninitialize

Immediately reclaims all resources associated with all Multiplayer library objects.

Syntax

HRESULT PFMultiplayerUninitialize(  
    PFMultiplayerHandle handle  
)  

Parameters

handle   PFMultiplayerHandle
input not valid afterwards

The handle of the PFMultiplayer API instance.

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

If local users were participating in a Lobby, they are removed (it appears to remote lobby clients as if network connectivity to these users has been lost), so best practice is to call PFLobbyLeave on all lobbies and wait for the corresponding PFLobbyLeaveLobbyCompletedStateChange to have the local users exit any existing lobbies.

This method is not thread-safe and may not be called concurrently with other Multiplayer library methods. After calling this method, all Multiplayer library state is invalidated.

Every call to PFMultiplayerInitialize() should have a corresponding PFMultiplayerUninitialize() call.

Requirements

Header: PFMultiplayer.h

See also

PFMultiplayer members
PFMultiplayerInitialize