Skip to main content
Claim ownership of a pre-existing server lobby.

Syntax

Parameters

handle   PFMultiplayerHandle The handle of the PFMultiplayer API instance. server   PFEntityKey* The PlayFab Entity Key of the game server claiming the lobby. It’s entity type must be “game_server”. lobbyId   char*
is null-terminated
The ID of the Lobby to claim. 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 PFLobbyClaimServerLobbyCompletedStateChange with the PFLobbyClaimServerLobbyCompletedStateChange::result field set to S_OK. Upon a failed completion, the title will be provided a PFLobbyClaimServerLobbyCompletedStateChange with the PFLobbyClaimServerLobbyCompletedStateChange::result field set to a failure.

This operation is primarily intended to support game_server entities taking ownership of server-owned lobbies who’s owners have disconnected or will disconnect. Typically, this is interesting for game_server entities who want to migrate ownership to another game_server entity or game_server entities who need to recover ownership of their own servers after some fatal failure which causes them to lose access to the lobby handle such as a crash.

A game server may not claim ownership of a lobby which another game_server entity is currently connected to.

Requirements

Header: PFLobby.h

See also

PFLobby members
Last modified on August 10, 2026