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
PFEntityKey*
The PlayFab Entity Key of the game server creating the lobby. It's entity type must be "game_server".
createConfiguration
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
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
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.
Requirements
Header: PFLobby.h