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Connect to a lobby in which the local PlayFab entity was already added as a member.
Syntax
HRESULT PFMultiplayerConnectToLobby(
PFMultiplayerHandle handle,
const PFEntityKey* newMember,
const char* lobbyId,
void* asyncContext,
PFLobbyHandle* lobby
)
Parameters
handle PFMultiplayerHandle
The handle of the PFMultiplayer API instance.
newMember PFEntityKey*
The local entity connecting to the lobby.
lobbyId char*
is null-terminated
The ID of the Lobby to connect.
asyncContext void*
optional
An optional, app-defined, pointer-sized context value that can be used to associate the completion state change with this call.
lobby PFLobbyHandle*
optional, library-allocated output
The optional, output lobby object which can be used to queue operations for immediate execution of this operation completes.
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
This is an asynchronous operation. Upon successful completion, the title will be provided a PFLobbyMemberAddedStateChange followed by a PFLobbyUpdatedStateChange and PFLobbyConnectToLobbyCompletedStateChange with the PFLobbyConnectToLobbyCompletedStateChange::result field set to S_OK. Upon a failed completion, the title will be provided a PFLobbyConnectToLobbyCompletedStateChange with the PFLobbyConnectToLobbyCompletedStateChange::result field set to a failure.
Requirements
Header: PFLobby.h