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Join a client-owned lobby as a server.

Syntax

Parameters

handle   PFMultiplayerHandle The handle of the PFMultiplayer API instance. server   PFEntityKey* The PlayFab Entity Key of the server joining the lobby. Its entity type must be “game_server”. connectionString   char*
is null-terminated
The connection string used by the server to join the lobby. configuration   PFLobbyServerJoinConfiguration* The initial server-owned data to be stored when joining 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. Completion of this method’s execution isn’t necessarily completion of the operation.

Upon successful completion, the title is provided a PFLobbyUpdatedStateChange with the PFLobbyUpdatedStateChange::serverUpdate member appropriately populated, and a PFLobbyJoinLobbyAsServerCompletedStateChange with the PFLobbyJoinLobbyAsServerCompletedStateChange::result field set to S_OK.

Upon a failed completion, the title is provided a PFLobbyJoinLobbyAsServerCompletedStateChange with the PFLobbyJoinLobbyAsServerCompletedStateChange::result field set to a failure.

This operation is restricted to client-owned lobbies that are using connections.

Requirements

Header: PFLobby.h

See also

PFLobby members
Last modified on August 10, 2026