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