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# Lobby.TryGetServer

> Lobby.TryGetServer

# Método Lobby.TryGetServer

Tenta obter o servidor atual do lobby. Retorna false e define server como null se não houver servidor neste lobby.

```csharp theme={null}
public bool TryGetServer(out PFEntityKey server)
```

| parâmetro | descrição |
| - | - |
| server | A entidade de servidor do lobby de saída. |

## Valor retornado

True se um servidor for encontrado; caso contrário, false

## Comentários

Se este objeto de lobby tiver sido ingressado chamando [PlayFabMultiplayerServer.JoinLobbyAsServer](/pt-BR/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/PlayFabMultiplayer.PlayFabMultiplayerServer/JoinLobbyAsServer), este método retornará false e server será null até que `PlayFabMultiplayerServer.ProcessServerLobbyStateChanges` forneça um [PlayFabMultiplayerServer.OnJoinLobbyAsServerCompleted](/pt-BR/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/PlayFabMultiplayer.PlayFabMultiplayerServer/OnJoinLobbyAsServerCompleted) com o campo `OnJoinLobbyAsServerCompleted result` definido como true. Se o ingresso no lobby como servidor tiver êxito, é garantido que este campo estará preenchido quando `PlayFabMultiplayerServer.ProcessServerLobbyStateChanges` fornecer um [PlayFabMultiplayerServer.OnJoinLobbyAsServerCompleted](/pt-BR/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/PlayFabMultiplayer.PlayFabMultiplayerServer/OnJoinLobbyAsServerCompleted).

## Confira também

* classe [PFEntityKey](/pt-BR/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/PFEntityKey/overview)
* classe [Lobby](/pt-BR/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/Lobby/overview)
* namespace [PlayFab.Multiplayer](/pt-BR/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference)


## Related topics

- [Lobby.TryGetOwner](/pt-BR/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/Lobby/TryGetOwner.md)
- [PFLobbyGetServer](/pt-BR/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/functions/pflobbygetserver.md)
- [Lobby.GetServerProperties](/pt-BR/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/Lobby/GetServerProperties.md)
- [PFLobbyGetServerProperty](/pt-BR/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/functions/pflobbygetserverproperty.md)
- [Lobby.GetServerConnectionStatus](/pt-BR/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/Lobby/GetServerConnectionStatus.md)
