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PFMultiplayerCreateAndClaimServerLobby

Create a new lobby as a game_server entity.

Syntax

HRESULT PFMultiplayerCreateAndClaimServerLobby(  
    PFMultiplayerHandle handle,  
    const PFEntityKey* server,  
    const PFLobbyCreateConfiguration* createConfiguration,  
    void* asyncContext,  
    PFLobbyHandle* lobby  
)  

Parameters

handle   PFMultiplayerHandle

The handle of the PFMultiplayer API instance.

server   const PFEntityKey*

The PlayFab Entity Key of the game server creating the lobby. Its entity type must be game_server.

createConfiguration   const PFLobbyCreateConfiguration*

The initial configuration data used when creating the lobby.

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

An optional output lobby handle. If the call succeeds, the handle is available immediately, before the asynchronous operation completes, and you can use it to queue other operations on the lobby.

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

To use this feature, you must define PFMULTIPLAYER_INCLUDE_SERVER_APIS before including PFLobby.h.

This is an asynchronous operation. Upon successful completion, the title will be provided a PFLobbyCreateAndClaimServerLobbyCompletedStateChange with the PFLobbyCreateAndClaimServerLobbyCompletedStateChange::result field set to S_OK. Upon a failed completion, the title will be provided a PFLobbyCreateAndClaimServerLobbyCompletedStateChange with the PFLobbyCreateAndClaimServerLobbyCompletedStateChange::result field set to a failure.

Before you call this function, call PFMultiplayerSetEntityToken for server. If no token is set for that entity, the call fails synchronously with 0x89236402 and no state change is provided. The call also fails synchronously with 0x89236404 if the id or type field of server is null or empty, and with E_POINTER if server or createConfiguration is null. If this call fails synchronously and you supplied the optional lobby output, *lobby is null. For all error codes, see PlayFab Multiplayer C++ SDK error codes.

Requirements

Header: PFLobby.h

See also

PFLobby members