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Joins a game session, using the globally unique session name.
Syntax
HRESULT XblMultiplayerManagerJoinGame(
const char* sessionName,
const char* sessionTemplateName,
const uint64_t* xuids,
size_t xuidsCount
)
Parameters
sessionName _In_z_
Type: char*
The globally unique session name for the game session.
sessionTemplateName _In_z_
Type: char*
The name of the session template for the game session to be based on.
xuids _In_opt_
Type: uint64_t*
An array of Xbox User IDs (XUIDs) that represents the users you want to be part of the game.
xuidsCount _In_
Type: size_t
The number of elements in the array specified for xuids.
Return value
Type: HRESULT
HRESULT return code for this API operation.
Remarks
This function joins a list of Xbox users, specified in xuids, to the game session identified by the globally unique session name specified in sessionName. You can get the globally unique session name from the results of the title's third-party matchmaking, and you should call this function for all clients that need to join the game.
The result of this function is delivered as a multiplayer event with an event type set to XblMultiplayerEventType::JoinGameCompleted. You can call XblMultiplayerManagerDoWork to retrieve multiplayer events.
When attempting to join a game session, the service returns HTTP_E_STATUS_BAD_REQUEST if the server is full.
After joining, you can set the properties for the game session by calling XblMultiplayerManagerGameSessionSetProperties or XblMultiplayerManagerGameSessionSetSynchronizedProperties, or you can set the host for the game session by calling XblMultiplayerManagerGameSessionSetSynchronizedHost.
Requirements
Header: multiplayer_manager_c.h
Library: Microsoft.Xbox.Services.14x.GDK.C.lib